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Anti Stalemate. Solution for slugging and hiding.
Anti hiding solution: Sudden Death
After 15 minutes in trial Sudden Death begins. Survivors who fail to apply 10 charges to generators have their location revealed by Killer instinct and become exposed for 10 seconds. This timer begins after 2 minutes of failing to apply charges. After 30 minutes the timer is reduced to 1 minute. After 45 minutes the timer is reduced to 30 seconds. While exposed, survivors apply 2 charges per second.
Anti slugging solution: Sudden Escape.
After staying in the dying state for 60 consecutive seconds, the survivors wiggle progress is reduced to 0 and wiggle at 50% efficiency, then the survivor is revealed by Killer Instinct. Should the Survivor remain on the floor for an additional 60 seconds, the hatch will spawn. If the hatch is closed end game collapse begins as normal. The system repeats spawning additional hatches during the collapse. Should all remaining players be downed during the collapse, an option to summon the Entity, Instant Collapse, appears; which will play the collapse animation killing all survivors. Instant collapse cannot be activated while an exit gate is opened. For the survivors, Self Collapse becomes possible if all Survivors are downed and the gate is not open.
I believe both systems would prevent excessively long matches by offering additional incentives to play the game "as intended."
Sudden Death prevents the killer from being held hostage against survivors who refuse to do objectives, while offering a considerable boost to said survivors should the killer be actively guarding generators without committing chase.
Sudden Escape provides a solution to excessively slugging by forcing the endgame during stall outs. With 120 seconds between down to collapse, this allows plenty of time to slug for pressure as well as allowing the killer the chance to hook even against egregious anti hook builds.
Comments
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My only issue with Sudden Escape is. What happens if the Killer downs everyone and REFUSES to press the button to summon the Entity? It should just happen, it shouldn't be optional.
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Then additional hatches spawn. After 120/180/240 seconds that would mean each survivor has the potential to spawn 3 hatches for a total of 12 assuming the killer never picks up. As for automatic death, no. Player agency should be respected. If the killer chooses to risk hatch escapes that is up to them. This would also create a point of no return, where some killers would have preferred to "prove" they won and then let survivors farm and/or escape.
I think I'll update it with 2 additional clauses. Instant collapse cannot be activated while an exit gate is opened. Self collapse becomes possible if all Survivors are downed and the gate is not open.
Thank you for your feedback.
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OK, new question, where would these hatches spawn and how many hatches could spawn? If the Killer downs the same Surv more than once do more hatches spawn?
No problem, thanks for taking the feedback. :)
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Hatches would have random spawns as normal, however if 2 different hatch offerings are brought then hatch would prioritize main building and shack respectively.
If the killer downs the Survivor it must be 120 consecutive seconds to spawn a hatch, then a new one spawns after 60 consecutive seconds and again for the third time. After 240 a hatch would spawn but this would mean the Survivor bleeds out, leaving it behind for their teammates. Theoretically if all 4 Survivors are downed and never picked up this would spawn 12 total hatches, although this would end the game by bleedout. This would also be a bizzare edge case where the killer consecutively downs each survivor and consistently closes each hatch while gates are powered. Very unlikely. The reason for the killer Instinct reveal and recovery reset is to discourage forcing the mechanic through perks like Tenacity or Plot Twist.
The goal isn't to consistently have hatch escapes, but to provide a deterrent to unfavorable playstyles. In average games where survivors are picked up by teammates or dropped by the killer the game would proceed as normal. This also specifically solves the issue of slugging for the 4k.
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There's no need for sudden ''escapes''. If you got all downed and nobody can't stand up, accept the loss. If anything, I'd suggest letting people disconnect for free without penalty if game detects that nobody is still standing ( such system existed during base-kit mori / base kit ub testing ) and let them move to the next game if they want to.
As for survivors hiding - I'd suggest crows spawning upon all remaining survivors after 10 minutes, regardless of their actions until someone gets downed. When someone gets downed, crows would disappear unless the downed person gets rescued by someone else or leaves the terror radius of the killer. Crows would re-appear over the downed person if it is away from the killer or is dead by any means. At that point it would be clear that they don't intend to repair gens and escape so there's no point in dragging the game any longer.
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The issue is that most players would love to accept the loss and go next. Currently with the slugging epidemic players are left afk for 4 minutes sometimes with particularly malicious intent. Sudden Escape strives to restore gameflow by encouraging hooking as designed by the game. It's unkind to your team to have disconnect at will, when they might not be willing to give up. This also denies recovery perks like Unbreakable, Deliverance, etc.
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Be careful not to us vs. them this. It's a touchy subject and there's reasons on both sides to want to KEEP down pressure as well as have something to handle actual slugging.
In my experience what isn't happening is people being left for 4 minutes routinely, (aka actually slugging) I almost never see that unless the Killer really does lose me. Instead what I am seeing is Killers in a 2k situation downing one person, then leaving to go find the second. Or downing someone, leaving them as pressure, and assuming/knowing someone else will pick that person up to buy themselves some time/bait a hiding Survivor. Or punishing altruism by mass downing everyone because they haven't got the chance to leave the hook or because they linger near the hook or the hook got saboed. Or they have multiples down because the Survs aren't very good, and the rest of the team can't get it together to handle it.
In other words? Understandable tactics, NOT slugging to be a jerk. 95% of the time it absolutely isn't malicious, isn't a four minute bleedout, and isn't done for any intent either than to secure a 4k (which is dubious and annoying but I get it) or punish heavy altruism/being in the wrong place at the wrong time, or because the Killer really hasn't got any other option.
So, when this happens, the solution should be automatic sacrifice if everyone is on the floor and nobody can get up in the next 2 minutes, AND the Killer refuses to Hook. If people want to slug maliciously they do it for the power factor, not to win. They're doing it for an ego trip. The solution to slugging therefore, is NOT to punish downing itself no matter how long the down is left. It's to punish the ego trip by taking away the satisfaction of making four people writhe on the ground for four minutes.
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The ego trip scenario would be exacerbated with forcing survivors to choose to choose to give up. These players that choose to bm by gloating a win should be robbed of it. Honestly exit gate teabagging is a similar issue that should be looked into eventually, although I believe it's slightly fallen out of favor.
Its not necessarily wrong to slug for the 4k, it's wrong to slug with no information or possible educated guesses on the whereabouts of the final survivor. The hatch is an ancient mechanic in this game, I believe the last player should always have an opportunity to race for it.
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When I hear the term "Sudden Escape" I started thinking:
- end game collapse starts on a one minute timer
- all survivors pick themselves up off the ground, and die instantly when downed again
- Hatch opens, and only one survivor can escape through it.
- Everyone else gets sacrificed when hatch closes.
- Good luck!
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I like this, I think my only real suggestion for this, is if the killer is having malicious intent and refusing to hit the "instant Collapse"… instead of the killer having that button. Maybe have each survivor have the ability to end themselves individually. Only becomes available if all survivors are downed regardless of a survivor having UB or SG. Usually that only works out if the gates are open already or the hatch has spawned, or to make another type of play, typically ending in that survivor getting downed again anyway.
But yeah, definitely some good ideas there.
I do also feel that this would completely obliterate the remaining stealth survivor players in the game as well as any stealth aspect. As well as, taking away their reward for playing well as a stealth player. (Those who still do gens and are being a team player. Not talking about the ones that just hide in the basement and in lockers all match.) Just an observation.
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Maybe it wasn't worded perfectly, but I did amend my concept with the addition of self collapse. This would be the survivors version of instant collapse, but only for the self. This would activate only if all Survivors are downed and the gates are not yet open. This could be a concede option to pass along the hatch to someone else, and disables when exit gates are open to eliminate the option to rage quit.
Regarding the stealth players, I don't believe it obliterates the playstyle. I do agree that stealth is a viable option for survivors, but it's meant to be used in conjunction with chase not as a replacement. 10 charges within 2 minutes is not a huge ask, and only serves to speed up the game for obvious losses and sore losers. Players that are stealthing to apply charges have plenty of time and even gain a bonus during the reveal period. This is strictly to prevent edge cases of, for example, 3 gen patrols and give you an extra edge to pop a gen and force commitment to either role.
Additionally, I think the average trial is under 15 minutes. Just like the anti 3 gen mechanic this should be a nudge towards redirecting towards intended gameplay and avoid extended stalemates. This is why the timer is reduced as match time goes on, providing a challenge in risk versus reward for equally stubborn players but safeguarding against delaying the inevitable.
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