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Survivors should be able to use hooks to pull themselves out of a dying state.

A simple idea to help deal with hard slugging. If a survivor is close enough to a hook post, they can grab onto it and pull themselves up and out of the dying state. Could make it an action that takes 5-10 seconds like opening a chest, or make it require you healing a certain amount first so that survivors can't abuse it by just sitting by a hook and pulling themselves up before a killer's attack animation is finished when they're downed

Comments

  • Chaosrider
    Chaosrider Member Posts: 489

    The Community always demanded some kind of unbreakable basekit mechanic to deal with this issue. Your idea is pretty interesting as it isnt just picking yourself up. But devs are just as neglecting as on tunneling and camping.

  • pigslittlepet
    pigslittlepet Member Posts: 483

    This could be an interesting perk idea or maybe basekit if they introduced some very strict restrictions such as only works if you've been slugged for a specific amount of time or the entire team has been slugged for so long without being hooked. Some way of stopping people from abusing it.

  • Dninja92
    Dninja92 Member Posts: 24

    Yeah, healing a certain amount, like 50%, was my first thought. Then second idea was to make it a timed action, so a survivor has a choice of sitting there healing so someone can do a quick revive or start crawling to a hook. It should be slow enough that it can't be too abused, but fast enough to urge the killer to hook you sooner rather than later if there isn't a flashlight or something nearby

  • Dninja92
    Dninja92 Member Posts: 24

    At this point, there should be some kind of unbreakable basekit, but that can also be counterbalanced by a mori basekit as well. Something simple, like say, survivors get 1 point for being downed, 2 points for being hooked. And if a single survivor builds up 10 points, that survivor can then be mori'd. The extra points for hooks still incentivise hooking over slugging to a degree and it's a system that provides a counter to those that abuse unhookable spots

  • mikewelk
    mikewelk Member Posts: 1,669

    I like that you made the idea more interactive than you could have. Really nice idea.

  • TSQuint
    TSQuint Member Posts: 88

    The biggest flaws in the game design are the hooks and slugging. There's a point where you're 100% reliant on someone else going out of their way to allow you to continue to play. It's so disappointing that F13 and Evil Dead are gone because you're at least in control of your own destiny most, if not all, the entirety of the match.

    CoD zombies is the closest I can think of, and a game I play, where you do rely on someone else to save you. However, it doesn't take 4 friggin minutes for you to die. When the ranking and matchmaking had some semblance of competency, allowing people to bleed out hurt your ability to move up and gain points. It was recognized as an unskilled way to kill someone. Tunneling also didn't do much for you as killer. Yeah, you got one maybe two kills but you didn't rank up or get a lot of points. It's not a valid strategy.

    Now all of that nonsense is rewarded and practically encouraged.