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Since we have two queues, Holiday Events should be based on friendly play
We have two queue's now, so it's not like it's going to prevent those who want to play as normal from just sticking with the normal lobby, but it would stop one side preventing the other from fully engaging with the event.
The majority of the problems with events is less from the events themselves and more from your ability to even engage with the event wholly dependant on the other side.
This one for example, you can't just focus on the event as Killer because then gens start popping fast, and you end up with nothing, and as Survivor, you're likely to have a killer prevent you from cashing in your void juice. It not compatible with a standard DbD match.
Comments
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I like this idea. Remove the gens and hooks from the event modes, set a ten-minute time limit, and then everyone can just play with the void stuff. Collect orbs and smash pumpkins and interact with that void well, collect your void crystals or captured haunts. After the time is up, it just goes to the tally screen with your points. Everyone wins. :D
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Just have a ten minute long screen where bloodpoints go up and you get event rewards at the end. Same thing, and equally dull.
This community is ridiculous with how they want to police how others play. People can sweat if they want. People can chill if they want. It does not matter. Event elements are made to complement and hook into the normal gameplay loop and they do it pretty well.
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I feel without hooks people would just slug you to death :(
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For Haunted by Daylight specifically, I was thinking instead of kills/escapes being the goal, it's filling up the well. Still keep hooks/unhooks, chases and gens as a means of gaining void juice, but remove the death states. Have the well slowly empty, and all 5 players job is to fill it faster than it empties with the reward being based on how well you did keep it full.
Obviously, this is just something I pulled out of my butt, but I think the vague idea has merit. It would justify having two queues at least, since having two now is just splitting the community for very little.
Christmas should just be a big snowball fight. Make it 4 vs 4, even. Either Killers vs Survivors, or have both teams mix and match. Or all Killers?
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How's this then?
No hooks, no gens, but Haunts roaming the map, and the Void, hunting Survivors.
Survivors need to get Void Essence from the Haunts to put into the Well, but have no means to actually fight them. Or if that doesn't work, have Plague pools with Void Essence in them or something along those lines.
Meanwhile, the Killer is functionally their bodyguard and fights the Haunts so they they drop the Void Juice for the Survivors to collect (or just to protect them)
The Well slowly depletes, and the team needs to either fill it, or simply get it as high as they can before a timer runs out.
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I do think one of the best things about 2 Vs 8 is that it did something a little bit different from the main game (which is why I'm a little apprehensive about them bringing hooks back to the mode). It was refreshing not to have to worry about meta perks or proxy camping and other sources of frustration. They dropped the ball a little bit by giving Huntress 10 hatchets, which made it too tempting for her to just slug everyone out of the game. But the mode is taking things in the right direction.
It would be cool if the events could bypass some of the usual gameplay elements in favour of something else (or at least make it necessary to join in somehow) because as it stands, you can play Haunted by Daylight without ever interacting with the even at all. I've had the most fun when everybody has participated by going into the void to loop / teleport or collect Void Crystals and captured Haunts.
I usually only play the time limited modes when they're on and I barely touch the regular game at all. I wish the community would have a more casual mindset when it comes to time limited modes, especially since the regular queue is still there for the more competitive players. Maybe the devs will have to do that by design instead of just hoping that's the way the player base will interact with these modes.
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