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What if the survivors were able to drag the survivor in dying state?

Boons123
Boons123 Member Posts: 858

You go to the survivor in a dying state and drag him to another better place and start healing him.

If there is another survivor who can help you and carry the dying survivor with you, you carry the dying survivor by his shoulders and the other carries the dying survivor by his legs of the survivor.

If you are dragging or carrying a dying survivor with the help of another survivor, the death timer will stop temporarily.

while dragging the dying survivor you can't run , you will move at the same walking speed

While carrying the dying survivor with the help of another survivor, the survivor who is carrying the dying survivor by the shoulder will have the control of moving, the dying survivor lowers the sound of pain and does not leave blood stains, you can run while carrying the dying survivor and you will still leave behind scratch marks.

The dying survivor can stop the drag or carry at any point, and the survivor who is dragging or carrying can stop the drag and carry at any point, and the killer can interrupt that.

Survivors can escape the trial while dragging or carrying the dying survivor with a higher reward.

What do you think?

Comments

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  • smurf
    smurf Member Posts: 349
    edited October 20

    Something like this could be fun! There might be people who don't like it because they feel they can't control where their survivor goes if they're the one downed, but this or something like it could be a fun mechanic :)

    Also, I'm seeing a lot of these posts labeled "Unknown" where the content was removed. Is this a troll running around getting their posts removed, or is this some sort of promotion for The Unknown helping to bring stuff to the Entity's realm?

  • AssortedSorting
    AssortedSorting Member Posts: 1,348

    sounds fun.

    So long as there is at least a little delay when lifting up the survivor, such that players couldn’t try to just drag a survivor over to a pallet or out of the exit while the Killer is in the wiping animation, and if the carrying survivor suffers a health state of damage, they drop the survivor. (Might not be an issue competitively, just an annoyance exacerbated with coordinated groups).

    Letting the dying survivor recover (as normal) while this action could be cool too, and give more credence to it as a co-op action.

    But if the carried survivor holds sprint, it cancels the interaction/prevents the interaction from occurring.

  • Boons123
    Boons123 Member Posts: 858

    Thank you.


    I noticed that too, I don't know why this account is doing this.

  • drsoontm
    drsoontm Member Posts: 4,903

    It's an idea …

    Slugged survivors can already move themselves though.

    It should also be slower than the normal walk speed otherwise it may be too much of an advantage. Maybe something in between.

    And the death timer should continue because else what prevents someone from dragging a survivor "forever"? (For any reason, and I can already imagine a few.)

    I see no reason not to keep the blood stains. They don't stay for long anyway.

    What I find interesting about this idea is being able to quickly move being a nearby rock to avoid a Huntress snipe. Using this for stealth seems a bit too much. (Not that I believe it'll ever be implemented as the animation only could be expensive.)

    The "Unknown" thing appears everywhere in the forum. I've posted a question about it but no moderator came to give an answer. It's probably best to ignore it.

  • Xernoton
    Xernoton Member Posts: 5,846
    edited October 20

    As long as the downed survivor has some autonomy over it, I think this could be fun. It just wouldn't sit right with me, if it could be used to grief your teammates.

    Walking speed is also quite fast for something like this. It should be something in between walking and crawling speed.

    I'm not sure how this would work with Pig's power though. If the bleedout timer is put on hold and the trap timer also wouldn't progress, then this would technically come as a nerf to her. Also, an active trap prevents you from leaving through the gates, so if you were able to bypass that by carrying your teammate out, it would also be a nerf.

    Another issue I see is that this would not work very well with some killers' powers. M1 killers would have a hard time countering this because they could only interrupt this by hitting that other survivor while killers like Trickster or Pinhead could interrupt it by using their powers.

    There are a lot of things that could make or break such a mechanic, so it's a fun idea but probably not very realistic as an actual addition to the game.

  • Boons123
    Boons123 Member Posts: 858
    edited October 20

    And the death timer should continue because else what prevents someone from dragging a survivor "forever"? (For any reason, and I can already imagine a few.)

    I see no reason not to keep the blood stains. They don't stay for long anyway.

    The reason for temporarily pausing the dying survivor's death is to give the survivor time to move the dying survivor to a better place to heal, I mean so that the dying survivor doesn't die in your hands.

    I think you think that survivors can heal a dying survivor while dragging or carrying the dying survivor, I don't want that, what I wrote here is intended to move the dying survivor meaning you will have to lower the dying survivor to start healing.

    The reason for hiding the blood stains is to encourage the survivors to cooperate and make it difficult for the killer to track the survivors as there are already 3 survivors in one place.

    Post edited by Boons123 on
  • drsoontm
    drsoontm Member Posts: 4,903
    edited October 20

    No, I believe I understand what you meant. And I realize I forgot to specify it should not require two survivors to do so, otherwise it's too much of a corner case. That's one of the reason I put additional limitations to balance it (speed, blood, …)

    I think the death progress should not stop because otherwise there is too much range. It has to have a downside.

    I also understand why you want to hide the blood stains, or the grunts. But for the same reason it has to be fair, I'd be against this.

    The blood will disappear soon anyway. I don't know how many times you've tracked a bleeding survivor but the puddles vanish pretty quickly.

    You idea only works if the killer is far away (otherwise what's the point) so you don't really care about that blood.

    One additional reason it will probably never happen is that survivors are supposed to heal themselves while waiting on the ground. So the amount you still need to heal when you reach him should be relatively small if not instant. (And after that you can both move.)

    The idea is interesting but I have trouble seeing practical use cases, both in my killer and survivor experience.

    Survivor: I would move myself and/or heal somewhat before you reach me. I'm also usually on recovery duty. I use "Bite the bullet" which save our collective backside many times as the killer was tracking sound (as any good killer will). So I would not move the body much, I would just hide in plain sight right there.

    Killer: I would love the time wasted moving the survivor for more than a couple of meters because that's more time with survivors not being on gens.

  • AssortedSorting
    AssortedSorting Member Posts: 1,348

    Does the bleedout timer also pause when healing a survivor?

    I don’t think the blood stains should be hidden, at base.

    Though this kind of interaction is something that could be expanded upon with perks, however niche they would be.

  • AssortedSorting
    AssortedSorting Member Posts: 1,348

    Survivors are supposed to heal themselves on the ground simply because that’s what came in the package.


    To be frank, I think the idea of a survivor taking advantage of the Killer ignoring the slug via an altruistic action to be a novel idea:

    While contesting the slug, the Killer can proxy while the slug remains immobile and recovering, but if the Killer departs away from the slug, another survivor could get off a Gen early to help the slug move while recovering (but not at the rate of healing, that’s saved for the slug being on the ground immobile healed by another survivor).