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Redesigned health system

MysticAdvisor
MysticAdvisor Member Posts: 453
edited June 2019 in Feedback and Suggestions

Note: This is a bit more complicated than the original system; however, it could be more realistic and fun than the original system and may help players especially newer ones to keep track of how much health they have left exactly.

( maybe more blood points involved I dunno I’m not an expert or anything)

New health system: Every survivor has a health bar below their status symbol that only the survivors can see.

Each health bar is divided into segments called blocks.

All survivors start with 3 blocks.

If a survivor reaches tier 3 of their character ( bloody clothing) then they earn a 4th block.

If the survivor loses enough health to lose a block then the block is destroyed and they may not regenerate that health back.

Each block is = to 50 hp

How this works?

Healthy: Regain health over time but can only regain health inside their current block

Injured: Loses health overtime ( 0.25 hp per second) Effect pauses while being healed but if you while healing yourself or your healer miss a skill check you lose 10hp immediately. ( so don’t let a noob touch ya) ;)

(If you lose a block while injured you scream alerting the killer)

Downed: Loses health overtime ( 0.5hp per second) unless In killers grasp.

( If you lose a block while downed your groans of pain are increased by 25%)

Hooked: Every time a survivor is hooked they immediately lose 1 health block or the remainder of their current one.

(While hooked: survivors lose 1hp per second)

Survivors lose 5hp every time they are hit by the killer and change health state or MOM activates( so no hitting survivors on the hook or ground)

If the survivor reaches their last block their screen Turns bloody/ red on the corners and if they are not healthy during their last block their screen pulses red.

Upon reaching 0hp of their last block they die.

Perk changes:

Sloppy butcher( Injured survivors bleed and lose hp 10/30/50% faster and healing doesn’t stop the bleeding or lose of hp)

No mither( Survivor doesn’t bleed or lose hp while injured)

Self care( The survivor using this still loses hp while healing)

Proposed 2nd stage hook change:

Survivors must complete random skill checks if they miss they lose 10hp immediately while also losing 1hp per second.

What do you guys think?

( I know I kinda went overboard “a little bit”)

Comments

  • Gamefox
    Gamefox Member Posts: 11

    I think it's a very interesting concept you're sketching and definitely worth considering for the development team. It would be nice to have this or a similar alternative being developed and put on the PTB to see what feedback comes out of it.

    Making survivors lose hp over time adds more time pressure and thus forces you to heal up. This also has a downside though: it makes you all the more dependent on other survivors, but that again is actually more realistic too.

    Also, I find it funny that your post is sort of written up in pseudo-code already. If this, then that. Almost written like an algorithm already :P

  • MysticAdvisor
    MysticAdvisor Member Posts: 453

    Thanks Gamefox I guess I didn’t realize I wrote like that sometimes and honestly I just thought of this idea in the middle of the night last night lol.

  • NuclearBurrito
    NuclearBurrito Member Posts: 6,807
    edited June 2019

    I actually really like it. However I'd make 3 changes:

    1: always have 4 blocks instead of 3. Because otherwise having more playtime just makes you objectively stronger than other survivors making the game more grindy in a way that is just uninteresting.

    2: The Killer can see how many HP blocks each survivor has, even if he can't see the progress towards losing a block.

    3: Remove second stage entirely, just have escape attempts cost 10 HP, or 5 with slippery meat.

  • NuclearBurrito
    NuclearBurrito Member Posts: 6,807

    Suddenly, Legion and Plague make a lot of sense, no mither is a useful perk, slugging is more viable, camping is even less viable than it already was, there is a reason not to tunnel ect.

    Btw it might be good to make it so that:

    Injured = -0.5 hp per second

    Downed = -0.75 hp per second

    Healthy = +0.25 hp per second

    Since keeping survivors injured for long is hard and it takes awhile to deplete a survivors health bar making the system mostly pointless outside of very few situations.

  • NuclearBurrito
    NuclearBurrito Member Posts: 6,807

    Actually if you're going to do this then make sure no mither REGENS HP while injured instead of losing HP (so +0.5 hp per second)

    And that either resilience, this is not happening, or both slow down bleedout.

  • NuclearBurrito
    NuclearBurrito Member Posts: 6,807

    Actually could the hooks be a flat 30 hp reduction so that the HP damage actually matters in a normal game?

  • MysticAdvisor
    MysticAdvisor Member Posts: 453

    perhaps what do the killer mains think?

  • MysticAdvisor
    MysticAdvisor Member Posts: 453

    Ok that’s good for me just know that you’ll have to hook them 4-5 times instead of 3 if we reduce hook damage

    i guess more blood points

  • NuclearBurrito
    NuclearBurrito Member Posts: 6,807

    More importantly it means that if you hook someone on low HP you aren't screwed out of some damage

  • AStupidMonkeyy
    AStupidMonkeyy Member Posts: 718

    I disagree with all of this as someone who plays both equally, no. The current system is simple and easy to understand.

  • MysticAdvisor
    MysticAdvisor Member Posts: 453

    I see your point it’s complicated for sure

  • MysticAdvisor
    MysticAdvisor Member Posts: 453

    ^^^

    Wrong post for language support you may create a new post regarding your request in the wishlist portion of the forum.