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Slugging and Unhooking Overhaul
We've all been there. Your teammate just got downed, and now the killer is leaving them on the ground for 4 minutes to come find you. Or maybe you just got unhooked and the killer hit you straight off hook to disable your Off The Record. Super annoying, and super unnecessary too. It's time for a few QoL changes to make being on the ground and coming off the hook feel less clunky.
1.) Slugging
a.) Remove the killer's ability to see bleed out bars. Why does the killer need this information? It just helps them manage their slugs.
b.) Allow survivors to 99% their recovery bars instead of stopping it at 95%. If a killer leaves a survivor on the ground, other survivors should be able to tap them up. It shouldn't be harder to rescue a slug than it is to unhook someone.
c.) Increase the Bleed Out time to 5 minutes. This makes hooking by far the better option for killing survivors. Right now with certain strategies, bleeding players out for 4 minutes can be stronger than actually hooking them.
d.) Implement a system similar to Scott Jund's idea where downed survivors have the option to move faster (maybe 50% faster) and their bleed out timer declines at a 500% rate, allowing downed survivors to leave the match in one minute if the killer is slugging for the 4k.
2.) Unhooking
a.) Reduce the time it takes to perform the unhooking action by 10%. This would be in line with the basekit 10% faster hit recovery killers received a while back, and would enable unhooking survivors to actually move and use perks like Dead Hard before being hit a second time by a proxy camping killer.
b.) Give unhooked survivors 10 seconds of invincibility frames instead of endurance. This would operate like old Dead Hard and also give the survivor no collision during the duration. This would eliminate the practice of bodyblocking straight off hook and allow survivors to use perks like Dead Hard or Off The Record, even in situations where the killer would have given them deep wound directly off hook with no counterplay.
Comments
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These are not quality of life changes. They are survivor buffs. Rather large ones.
Survivors should be able to body block for one another. If your unhooker is on death hook and you're not, taking aggro is frequently a good thing. It's part of the macro gameplay that encompasses the survivor skill cap. Conversely a killer sometimes needs to get someone out of the game to have a chance of winning. They should be allowed to do so as well. It's all player agency.
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Most of the changes I mentioned would benefit survivors more than killers, but the slugging changes especially are hardly large buffs.
As for your second point, you are correct that it is sometimes smart for survivors off hook to bodyblock for their teammates. This is SUPER irritating when playing killer because then you are often forced into tunneling. How exactly is it player agency when the survivors force you to tunnel because they abuse a free endurance state? My changes will INCREASE player agency, if that's what you're worried about.
You can't seriously tell me that at least some of these changes wouldn't be a good thing. Instead of being negative about everything, how about you tell me some ideas that YOU like, because slugging and proxy camping are huge issues and these changes would help with both.
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Body blocking removal would be a serious nerf to survivors so like the invincibility would have to be enacted.
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It would make the survivor unhooking's survival solely their own responsibility, and encourage the unhooked survivor to actually leave also causing OTR to not be able to be used like that either at the start of the unhook making it healthier as an anti tunnel perk.
Honestly the mentioned changes would do wonders for game flow and health overall I feel, create a better back and forth, and discourage camping/tunneling quite considerably.
Tunnelers have had it too good for too long1 -
Anything your opponent does in a PVP title that keeps you from doing stuff you want is irritating. When I'm chasing a survivor and the last gen pops and they get full health sprint burst that's irritating. When I've got a gen at 99% and the killer pops it, that's irritating. But I'd not change either of those things because they stem from smart decisions the other side made. Someone decided to distract me endgame so their teammates could get the last get done. The killer correctly surmised which gen was close to being done and pressured it. These frictional elements are what drives the fun in a game, these moments when they happen and then you overcome them. If there weren't friction, it wouldn't be engaging.
Being able to go into turbo crawling mode when background player exists is a pretty big buff.
I have no ideas in regards to these things because I don't see problems with them. Proxy camping is surmountable and slugging is sometimes necessary and I understand that. I play whatever the incentive is so I get the decisions people make without vilifying them.
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You're saying "you can't do this thing because I don't like it" while ignoring why people do that stuff and why it's frequently necessary. It's a position that lacks perspective and empathy. Tunneling is fairly rare and base BT gives people a fair chance to get to a safe loop.
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In casual gameplay isn't rare at all, alot of players I try to get into the game lack the map knowledge to do a good loop, it turns them away from the game and makes them unable to learn. The survivor who went for the save hasn't been on hook yet, it spreads the pressure and punishes one of the unhealthiest playstyles for the game.
You are the one who lacks empathy and perspective tbh.0