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Four survivors, four chests

Entità
Entità Member Posts: 1,583

There are three perks related to chests: Ace in the Hole, Pharmacy, Plunderer's Instinct. Since it's possible that every survivor runs one of these perks, it would be fair to give four survivors four chests by default.

This would make these perks more palatable, reducing the METAs, making the use of Selfcare less common and increasing the variety of the game.

Searching a chest is a secondary objective which slows down the trial, so this change would be good for both sides.

After the introduction of the EGC, which prevents survivors from holding the game hostage for extra points, the reasons for giving each survivor a chest have increased.

Post edited by Entità on

Comments

  • Slayer
    Slayer Member Posts: 1,148

    If anything chests shouldnt spawn at all. Or let killers to get some addons during a game too

  • SamuraiPipotchi
    SamuraiPipotchi Member Posts: 100

    This just seems unnecessary to me. We can get add ons and items from the bloodweb and survivors rarely actually search chests unless they run those perks.

    Chests also aren't a secondary objective as they're pretty much redundant when it comes to surviving.

  • ChesterTheMolester
    ChesterTheMolester Member Posts: 2,771

    That would cause many survivors to stay during the endgame, annoying enough that the hatch gives bonus BP when the gates are open, lets not encourage that ######### further.

    Thats a nice way to enforce metas too.

  • KillermainBTWm8
    KillermainBTWm8 Member Posts: 4,212

    I agree with this also although it should never be nothing OP like I found a mori although that wouldn't matter due to it being an offering, being able to find addons during games as killer would be nice.

  • Entità
    Entità Member Posts: 1,583

    If you want to reduce gen rushes, then give survivors a good reason to spend some time on secondary objectives (chests and totems).

  • White_Owl
    White_Owl Member Posts: 3,786

    That still wouldn't guarantee that that guy (sometimes it's me, I admit it) without chest perks will open all of them leaving brown toolboxes and broken keys behind.

  • GraviteaUK
    GraviteaUK Member Posts: 464

    Easy fix for that @White_Owl make it so the basement chest is a different colour and call it the "Killers lockbox" then change it so only those with plunderers can open the "Killers lockbox"

  • GraviteaUK
    GraviteaUK Member Posts: 464
    edited April 2019

    Not necessarily.

    If what they find is a key for example, which the odd of would be increased since there would be more chests, that could end the trial earlier.

    Not to mention increasing the number of flashlights in a game is not exactly a good thing.

    Can you imagine seeing 0 lights on the loading screen only for the game to finish with all 4 getting one? oooof.

  • Entità
    Entità Member Posts: 1,583


    Yours is an extreme case: in the vast majority of trials you get some brown or yellow medkit or toolbox, and the time spent to find and search a chest is bigger than the advantage given by these items. The killer has nothing to fear.

  • Entità
    Entità Member Posts: 1,583

    Other opinions? :)

  • Panduh
    Panduh Member Posts: 51
    edited May 2019

    The survivors only get items from chests, would you like to go fetch your killer power from chests? Add-ons require a perk that works on RNG and most of which aren't nearly as impactful as killer add-ons. This post reeks of bias.

    Point being is some of you guys sure like to boast about the game being asymmetrical when it suits your own biases but then come out and say things like these when it doesn't suit them.

  • C3Tooth
    C3Tooth Member Posts: 8,266

    Im good with 3 chests, but whats about this idea? All remaining un-opened chest after EGC starts, the chance to spawn Purple Key is 100%?

  • Kiskashi
    Kiskashi Member Posts: 1,043
    edited May 2019

    Or maybe same amount but 2 survivors can open the same one once (max 3 chests per trial maybe and no guarantee of an OP item such as a skeleton key on first search unless using a perk that requires a certain item (pharmacy). Meaning at most the number of items doesn’t change much (and not everyone searches chests anyway) but it gives room for people who use these perks to actually get use out of them.

    So to clarify if there’s one chest ONLY 2 separate survivors can search it (same for each unique chest, once searched by two separate people it remains empty) but on a survivors first chest search it will not guarantee things like keys. Not sure on it though...

    I use pharmacy quite a bit and there’s not much more annoying than every chest being cleaned out not even a brown medkit left....😔

  • Entità
    Entità Member Posts: 1,583

    It seems to me the Temple of Purgation already has four chests by default: it would be great to extend that rule to all the maps. :)

  • ReikoMori
    ReikoMori Member Posts: 3,333

    I think all maps have at least 4 chests by default already.

  • Entità
    Entità Member Posts: 1,583

    @ReikoMori I don't think so... Which maps have you checked so far?

  • ReikoMori
    ReikoMori Member Posts: 3,333

    Nevermind you're correct it is only 3 by default. I am just used to players using coins.

  • Entità
    Entità Member Posts: 1,583

    @not_Queen @Patricia @Peanits @Shelby Any hope to see this little QoL adjustment in the 2.8.0 patch? Just change a number: 4 chests per map by default, instead of 3, like you have already done in the Temple of Purgation. :)

  • LastShoe
    LastShoe Member Posts: 1,183

    In the temple one chest is a reward for completing a certain generator... which is probably the easiest gen on the map...

  • Entità
    Entità Member Posts: 1,583
    edited June 2019

    @LastShoe A reward often ignored. It's difficult to change the META, to convince people to abandon their comfort zones. I hope my reform will be implemented SOON, to reward those who don't like gen rushing.

  • PolarBear
    PolarBear Member Posts: 1,899

    No thanks, not before they change how keys interact with the hatch.

  • Entità
    Entità Member Posts: 1,583

    @PolarBear How could a key interact with a lock, if not opening it? O.o I'm just tired of wasting Pharmacy or Ace in the Hole, because there are no chests left, and I refuse the idea a perk should depend on specific offerings (coins). These perks must be made more appealing.

  • Entità
    Entità Member Posts: 1,583

    Other opinions? Don't you think survivors should be given good reasons to avoid gen rushes and enjoy different playstyles?

  • prettyf
    prettyf Member Posts: 442

    this never decrease genrush cause people still not gonna use those useless perks

    4man 4chest? 3chests already enough for waste time with those perk users

    even with good items they must search and sacrifice least 2perks from start

    they are just gamble farming perks, not competetive perks


    sometimes you pull out purple or red key from box and you will say its paying greatly

    but most times it will be green key or maps and yellow or weak green items with yellow+brown addons

    even when its toolbox still its slower or same your gen speed, not increases

    cause you will go front of chest and search and go gen,unless its commodious one and killer not chase you for long time


    also weaker in chase, i personally needs sprint,balancedland,ds for maximum loop possible and aggressive play

    than i have to give up balancedland or ds for those perks

    if ace in the hole and plunderer instinct combine one perk

    i agree its competetive and make people gamble for good items

  • Entità
    Entità Member Posts: 1,583

    @prettyf Yes, these people waste time and risk to find bad loot, but if they also risk to find only open chests, there is no hope someone uses that build. Secondary objectives need strong incentives, because they improve the game's overall health.

  • Jdsgames
    Jdsgames Member Posts: 1,109
    edited July 2019

    @Entità here is the same logic. Tunnelers? Campers? give killers a good reason to spend some time on other survivors. As generators fly by.

  • Entità
    Entità Member Posts: 1,583

    @Jdsgames Yes, BBQ & Chilli. :)

  • PigNRun
    PigNRun Member Posts: 2,428

    Im in favour of this idea, as a frequent user of Pharmacy and Ace in the Hole.

    I am not in favour of this idea.

  • Jdsgames
    Jdsgames Member Posts: 1,109
  • Entità
    Entità Member Posts: 1,583

    @Jdsgames Decisive Strike is a good reason not to tunnel. My question is: what's the link with my idea to make more viable the chest perks by giving each survivor a chest by default?

  • C3Tooth
    C3Tooth Member Posts: 8,266

    All the map has 2 basement spawn locations. What if 1 spawn hook basement, the other location spawn a chest basement, that open only if 2 gen is fixed. It the chest will always spawn a key?

    Of course survivor will have to fix 2 gen for the hatch to spawn when 1 survivor left.

  • Entità
    Entità Member Posts: 1,583

    @C3Tooth Not all maps have two basement spawn points: Lampkin Lane, Rotten Fields and The Game have only one possible position, for example.

  • Jdsgames
    Jdsgames Member Posts: 1,109

    @Entità eat it early. Don't let them have it for late game. Also it is not a "Anti-Tunneling" perk it is free minute immunity. I have already had people stay on gens forcing a gen-grab or jump in lockers. So they can use it.

  • Mat_Sella
    Mat_Sella Member Posts: 3,557
    edited July 2019

    Chests feel bad enough as killer, as a survivor who would have otherwise have died, gets a free escape due to a successful key find in a box and camping the hatch until everyone is dead.

    Post edited by GhostlyFoxx on
  • C3Tooth
    C3Tooth Member Posts: 8,266

    @Entità add another one basement spawn location for those maps. Or more simple, if there are 2 gen fixed and there are 1 survivor left, the next chest you open is 100% of key.

    Not enough 2 gen fix confirm 4k. Because no hatch spawn.

    Has 2 gen fix with the last survivor spawn open hatch. Killer can close it to trigger EGC. Survivor can search chest for key and find-reopen the hatch, or risk open the gate.

  • Entità
    Entità Member Posts: 1,583

    @C3Tooth I ask for four chests to make these three perks more viable, not to give free keys or escapes to anybody.

  • Entità
    Entità Member Posts: 1,583

    @not_Queen @Patricia @Peanits Dear community managers, don't you think Ace In The Hole, Pharmacy and Plunderer's Instinct should be made more palatable than now, by giving four survivors four chests by default, like in the Temple of Purgation? :)

  • George_Soros
    George_Soros Member Posts: 2,270
    edited July 2019

    This is a pointless idea. Currently, if you have no chest perks, chests have a tiny chance of giving noticeable advantage, while with most chest perks, they can be. That's it. What a silly notion that "there are 4 survivors so there's got to be 4 chests", or the even crazier one, that items in looted chests should respawn.

    Why do you people want to change everything all the time?

    Or, if you're so hellbent on increased chances of getting your purple keys, let us killers search chests too, with a chance of occasionally finding an instantly usable Ebony Mori in them. Fair is fair.

  • Entità
    Entità Member Posts: 1,583

    @George_Soros Actually I would like to try Pharmacy, because I don't use Selfcare, and it bothers me that a weak perk can be rendered useless by the simple misfortune that someone had fun opening all the chests before you. Having four chests increases the chances of not wasting a perk slot. There is no hope of changing the META, if the weak perks are also situational. And then the Temple of Purgation already has four chests.

  • George_Soros
    George_Soros Member Posts: 2,270


    Umm. You know, you can ask your teammates at the start of the match to leave the chests for you. If they say they also want to chest dive, you still have the option to either forget about chests and don't take Pharmacy, can use Coin offerings, or just race with your fellow survivors. Duh.

    And come one: Pharmacy is a weak perk? It sure beats Self Care... Plus, while it can help you during the game, it even provides a benefit for future games. Not a weak perk at all.

    I use it with Ace in The Hole sometimes. Was so funny to find a green medkit with an instaheal near endgame, and it did actually saved my life :)

  • Entità
    Entità Member Posts: 1,583

    A survivor in a team doesn't need any healing perk: Selfcare and Pharmacy are useful for solos, who have no guarantee to find a chest in time. Imagine if you waste two perk slots for Pharmacy and Ace in the Hole and your mates open all the chests...


    Pharmacy is weaker than Selfcare. Those who use Pharmacy instead of Selfcare suffer numerous limitations:

    1) non-unlimited heals;

    2) inability to transport other objects and to maintain the ability to heal themselves;

    3) vulnerability to Franklin;

    4) need to spend time finding a chest;

    5) risk of finding already open chests.


    Chest perks are weak and situational: one extra chest would make them less Coin-dependent than now.

  • George_Soros
    George_Soros Member Posts: 2,270

    @Entitá, you say:

    " Imagine if you waste two perk slots for Pharmacy and Ace in the Hole and your mates open all the chests..."

    I already said, tell them at start not to ######### all chests. Come on man!

    Yeah I confess: I'm a whiny killer who's scared shitless at the thought of more chests, because even with no Plunderer's it means more chance for purple keys. Those are pure evil. If those could not be found in chests, we could have a deal.

    Not that I think devs would jump as soon as we told them we've reached a decision about chests :P