On a rework of looping mechanics
Dead by Daylight is all about evoking that feeling of dread and horror conveyed by 80s and 90s movies. Running all across a map, fending off a killer with pallets, vaulting over windows and such is very much aligned with that style.
But looping? Not so much. In fact, I cannot think of a single movie where looping is even thought by a survivor as a veritable survival strategy. Behaviour has already done away with facecamping because the community saw it as toxic and boring, yet they leave loop untouched?
At the bare minimum, the following should apply:
- Bloodlust should be gained at half the current time.
- Make it impossible for survivors to vault using the same surface for the next 30 seconds.
- If not, make Bamboozle a fixed attribute.
I have played FANTASTIC matches against MARVELOUS survivors where they had me running after them all across the map, making me waste most of the match pursuing them... and all without the awful recourse of looping. This NEVER detracted from the fun and joy of the game and thus my post cannot be construed to be frustration out of defeat. I care not if I lose. I care about how I lose (or even how I win, for if I win against loopers, it feels hollow and boring). I, for one, whenever I play survivor I NEVER loop out of solidarity with the killer. I have them do a tour de force all around the map, but not a single loop.
Please, please, DO get rid of looping.
Comments
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I can't really abide built in perks and blood lust gain is fine as is.
But I do agree there is nothing lamer than running around the same rock 4 times. It feels so scooby doo not halloween.
I'd like to see some kind of accumulative risk beyond bloodlust, for example your chances of tripping and stumbling causes speed loss when circling the same small structure multiple times. Hmm maybe that's a bit too harsh but at least something thematic.
More tall line of sight blocking terrain, nothing worse than low islands of junk with a pallet that can't be mind gamed, only hit boxed around till pallet drop rinse and repeat.
While I get sinking the killer's time is the key, incentivizing escaping from chase rather staying in chase and looping would be preferential, I don't have a great or remotely balanced answer for that though.
I wouldn't want to see more built in perks though that's just lazy.
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Agreed. The point is escape. Looping is annoying when playing survivor and boring when playing killer. Chases should be these grand thematic things that can mean life a death. Not "Look kids! Big Ben, Parliament..."
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"It feels so Scooby Doo not Halloween" perfectly sums up what I feel whenever one of those loops of doom begins! It just completely and utterly destroys the mood of the game and it forces some meta perk selection upon killers that would otherwise not be needed (such as Bamboozle, Hex: Blood Favour, etc.).
Indeed, escape should be the whole point of a survivor. Stalling the killer should involve making him go after you all across the map, not running zig zag around some boulders.
Idea: What if survivors had 10 seconds to leave a 5-meter radius once a chase begins before a progressive speed malus begins that makes them lose 1% speed after two seconds? This would apply again to survivors if the game detects they are too long in a specific place even after a chase starts. These malus modifiers would clear once the survivor is away from said zone but not immediately, albeit probably at half the rate it was lost. They would also be cleared in the event of a hit by the killer.
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