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We all hate just sitting on gens, but what would you rather do instead?

Squippit
Squippit Member Posts: 92

What’s an alternate objective you’d like to do to help you escape? Something advantageous to do, not just something that punishes you if you DONT do it

Comments

  • Firellius
    Firellius Member Posts: 4,559

    I will just plug this suggestion I made here: https://forums.bhvr.com/dead-by-daylight/discussion/383633/the-side-objective-and-the-perk-tax-a-suggestion


    It suggests doing glyphs as a side objective, with the glyphs covering most of the functions that are currently being handled by 'band-aid' perks.

  • NoOneKnowsNova
    NoOneKnowsNova Member Posts: 2,785

    Meme around with my teammates by taking them to the library in Lerys and pointing at random hooks.

    Me and my mates are very easy to amuse :)

    Note: I do not suggest DBD becomes library simulator

  • Reinami
    Reinami Member Posts: 5,657
    edited July 2023

    The reality is, holding m1 is boring, but thats all there is to do as survivor. What they need is 1 of 2 things.


    A) A new game mode that makes chases the main part of the game (1v1 mode perhaps kind of like what people have now based on how fast you get the down?) Where you take turns and see who can get the most downs in x number of seconds or its based on who gets the down faster (think like overwatches payload maps/mode). Perhaps this could become their "ranked" mode and the current one we play is the "fun" mode. Because with such a mode, now we don't have to worry about whether killers and survivors are properly balanced around each other, because the "fun" mode can just be about fun. And the ranked mode now doesn't matter. If pig sucks for example, who cares, because you'll take turns playing pig and its about who downs faster, not about killing some number of survivors. So weaker killers are "balanced" such that its about who can down faster with that same killer not competing in some asymmetrical mess.

    B) Completely overhaul the game to make chases the main part of the game, such as, you don't hold m1 on gens, you go around and collect generator parts and place them. Each gen has say, 5 parts you need to get spread around the map and are all tied to a specific gen (highlighted when picking up the part) and installing the part takes say, 5 seconds. Putting all the parts on finishes the gen. And rebalance the game for winning based on hooks instead of kills to incentivize chases and not camping/tunneling.

    C) Another idea i have heard is turn the game into a teambased 5v5 (could be a separate mode) Where you have 2 killers and 8 survivors on the same map and they are competing for objectives. Your team's killer is stopping the other team's survivors and vice versa. And now, again, you aren't so worried about balance factors as hard because if survivors are super OP or killers are super OP, you have a set of survivors and a killer and your team as well so the asymmetrical imbalance is less of a problem.


    Obviously B has tons of implications for completely overhauling the game and would need some kind of number tweaks and playtesting, balance decisions, perks, etc. But i think anything that encourages survivors to not sit and hold m1 but be moving around the map and having more interactions with the killer. And C is like an entirely different game, but the point still stands that something needs to happen.

  • AssortedSorting
    AssortedSorting Member Posts: 1,348
    edited July 2023

    Auric Puncture - A slow moving distortion of condensed auric energy. (Visualize a small black hole effect that moves). Walking into it disperses that energy into whomever walked into it. Killers become Undetectable for 80s, Survivors gain Endurance for 20s.

    Though that seems more event-like.

    But I’d be interested in something that Survivors need to find that doesn’t have a set spawn point, so they need to do a bit of hunting for it.

  • Eleghost
    Eleghost Member Posts: 1,190

    A thought i have always had was instead of generators on every map maybe a map or killer specific thing that works like the generators but isn't generators.

  • Smoe
    Smoe Member Posts: 2,992
    edited July 2023

    I'd try to make gens more interactive for Survivors to work on by adding more mini games to do instead of adding entirely new and complex side objectives.

    It would still have to be simple enough for anyone to do said mini games since the game's simplicity of anyone being able to just pick it up and play it is one of dbd's strengths as a game.

  • drsoontm
    drsoontm Member Posts: 4,903

    Being on a chase, or hiding "in plain sight" from the killer.

    These are the two things that I love the most when playing survivor. Doing gens is boring.

  • drsoontm
    drsoontm Member Posts: 4,903

    Completely agree. It's a bit like what I've suggested with my most recent thread. (Played Nurse, didn't kill, only chased and slugged and the survivors had a blast. I did too.)

  • Seraphor
    Seraphor Member Posts: 9,429
    edited July 2023

    I like the idea of making Glyphs in some capacity a basekit mechanic.

    Without completely overhauling the game, it could be that if you find and complete a glyph, you get a temporary boost to repair speed, essentially reimbursing the time you spent doing glyphs instead of repairing, and generally reducing the amount of time you're spending holding M1 on a gen.

    The only issue would be killers gen defence, as they would essentially need to 'defend glyphs' as well as gens. So perhaps the time reimbursement would have to be incomplete (kinda like running Potential Energy).

    Lets say five Glyphs will spawn on the map at any given time, when one is used, 15 seconds later another spawns on another part of the map. On average, the distance to any given glyph will be comparable to the distance between gens, so you could say on average it will take say... 30 seconds to find a glyph and then a gen. If a glyph increases your repair speed by 25% for 45 seconds, then you could on average apply around 30 seconds of +25% gen speeds, which would cut around 7.5 seconds off of the total gen time, in exchange for spending 30+ seconds exploring the map.

    By all means this isn't time efficient, you could repair faster if you just stuck to a gen and didn't look for glyphs, but it provides an alternative gameplay loop that is at least comparable to just holding M1 on a gen.

    Or rather than increasing repair speed, they could work like mini BNP's. Each glyph you collect takes 5 seconds off the required charges of the next gen you interact with, and you can 'stack' up to three glyphs at a time. Spend a minute searching for glyphs and you can instantly shave 15s off a gen.

    However, given the inherent benefit of rapid objective progress over sustain progress, this may be too strong in the right hands to be a basekit feature. Even if it were a perk... you could still run this perk if you wanted to make repairing gens a more interesting experience.

  • Squippit
    Squippit Member Posts: 92

    If they hide the glyph in the basement, that seems like a fair risk/reward for it imo.

  • jajay119
    jajay119 Member Posts: 1,099

    I think BHVR should take a leaf out of Friday the 13th's book and have a variety of things to do e.g. collecting parts within the level to repair a gen/door switch perhaps even have different ways of escape than just doing gens.