Maybe let survivors leave with multiple items?

Imagine this scenario, gens are done and gates are opened. You got a good toolbox in your hands but you know that there was a purple key that was left near a certain chest. Now, you would simply have a choice to go away with a toolbox and loose that key or risk and go for the key and loose that cool toolbox you had.

Now, many survivors wouldn't consider going for another item when they clearly can escape. Plus, loosing something that they already have may not worth it at all. But imagine you could have both items by the end of a match, that would actually be a great reason to risk, in my opinion. You somehow leave your item near the exit gates or maybe even near the hatch, and risk your life to go and get another thing you found during a match.

That would be not all that big but, I think, it could actually help both killers and survivors. Survivors get the items if they play properly and killers get their endgame kills if they find survivors who seek for items.

Even if we cosider that people may bring items to the exit gates before they are powered, it would still consume some time. You can even cosider it as a bonus objective that would give killers time and survivors their precious treasures if they start all gens and open the gates.

Edit: since a lot of people couldn't really get the whole amount of benefits for killers the change could bring, let me sum up some of them here:

1. If survivors start bringing items near the exit gates before gens are done, it can buy killers some time. And we all know that people want secondary objectives that would make survivors do something besides gens. Yeah, this one would be really optional but who wouldn't try to bring more than one item at least ones? (The whole process of searching for a chest, opening it and looking inside for long enough, picking up an item, finding the gates, leaving an item there would take quite long!)

2. If survivors would start searching for items during an endgame, that may let killers get more kills if survivors mess up. Most survivors would try to stealth their way for a new item during an endgame, so anti-stealth killer perks would work even more effectively during the endgame.

3. The whole change would motivate survivors to bring more chest and item related perks and offerings. More survivors would try to go with farming builds, these are much better to deal with if you play as a killer.

4. More used items during a trial would make item related perks for killers more useful. Plus, devs could gather more data about items. If they are too strong, it can lead to specific nerfs. (And a lot of players want to nerf survivors.)

5. If you leveled your main survivor as high as possible, you would have to waste bloodpoints to get new items on them at some point. Now, the game is grindy enough, why would you spend your bloodpoints on items? With this change you would rather try to farm new items during a match and waste your bloodpoints on someone you want to level up. That would give your main killer more bloodpoints to level up and get more good add-ons to sacrifice those teabagging survivors.

Comments

  • @WRussoW said:

    https://forum.deadbydaylight.com/en/discussion/comment/989791#Comment_989791

    Survivors with minimum equipment only win against good killers when they stick to the gens. If you cleanse totems or search up chests, you waste time. If you don't have perks that can compensate it during a chase, a killer gets more time to kill everyone. Find a chest, go to it, open it for 10 seconds, take an item, find gates, go to them, leave item next to them, repeat the process as many times as many chests are left there. And don't forget to go to those gates where you left you items. You may pull out a toolbox but it won't compensate the whole time you wasted on chests, you may pull out a medkit but it would probably be faster to heal up when you come across your teammate, you may pull out a flashlight but flashlight saves effective only when a killer picks up a survivor when they are nearby, otherwise it takes too much preparation to go and follow a killer and an injured survivor, you may pull out a purple/pink key but at the moment if you escape through the closed hatch, you automatically jump without anything else, you may pull out a map or a green key and it would totally be just sad. You can take Pharmacy to waste less time but that takes the third perk. Items save you time for the most part only when you take them before a match. And noone guarantees you that your whole farming will even be rewarded by the end. It's high risk, high reward thing for survivors.

    Sorry man you're acting as if Plunderer was an unknown perk when people still use it frequently because they could afford to. Game can be finished if they wanted. People would stick to gen regardless if they know the match is in a difficult spot. And baffling why you're pretending as if people use plunderer's to use it as a game changer when people use it to get good items. Because in your mind a Survivor has to deliberately create these situations where the Flashlight he found has to be used lol. When I could just go "Cool a flashlight" then stick to a gen? I don't have to follow the killer to make use of it. All the killer has to do is go for me and I can use it when he initiates a chase.

    Yes, wasting time bringing items to the exit gates as if that actually matters for the killer. Game is over if the gates are opened lmfao. Only thing you did was prevent a third item from going out. Truly a tragedy. the high risk high reward of losing nothing and playing another game because rank is a joke.

    All your suggestion does is give more weapons to survivor in the long run, Farm for a whole day and bully killers for a whole week. Best idea from you now that Ruin will be gone soon.

  • @GaunterODimm said:

    https://forum.deadbydaylight.com/en/discussion/comment/990020#Comment_990020

    Sorry man you're acting as if Plunderer was an unknown perk when people still use it frequently because they could afford to. Game can be finished if they wanted. People would stick to gen regardless if they know the match is in a difficult spot. And baffling why you're pretending as if people use plunderer's to use it as a game changer when people use it to get good items. Because in your mind a Survivor has to deliberately create these situations where the Flashlight he found has to be used lol. When I could just go "Cool a flashlight" then stick to a gen? I don't have to follow the killer to make use of it. All the killer has to do is go for me and I can use it when he initiates a chase.

    Yes, wasting time bringing items to the exit gates as if that actually matters for the killer. Game is over if the gates are opened lmfao. Only thing you did was prevent a third item from going out. Truly a tragedy. the high risk high reward of losing nothing and playing another game because rank is a joke.

    All your suggestion does is give more weapons to survivor in the long run, Farm for a whole day and bully killers for a whole week. Best idea from you now that Ruin will be gone soon.

    Your reply complains more about survivors in general. If you stick to one item and don't wanna go for anything else to not waste time, well that's how the game works right now, the change wouldn't effect you in any way.

    I don't really see an issue with option to farm more items during a match because, as I've said, you can get them in the bloodweb much easier and faster.

    You really sound like a dedicated killer main and it shows. You don't appreciate extra time greedy survivors may give you.

  • That doesn't seem fair.The survivors get 2 items and the killer just burns out his add ons.

  • @Cetren said:

    It should be the opposite, any items brought in should be lost at the end of the trial.

    Why would you bring an item in the first place if you want to survive and don't get away with that item?I know that they increase odds of survival but they should be kept by the survivors.You got out of the match alive, why should you be punished because you got out of the trial successfully?

  • @WRussoW said:

    Imagine this scenario, gens are done and gates are opened. You got a good toolbox in your hands but you know that there was a purple key that was left near a certain chest. Now, you would simply have a choice to go away with a toolbox and loose that key or risk and go for the key and loose that cool toolbox you had.

    Now, many survivors wouldn't consider going for another item when they clearly can escape. Plus, loosing something that they already have may not worth it at all. But imagine you could have both items by the end of a match, that would actually be a great reason to risk, in my opinion. You somehow leave your item near the exit gates or maybe even near the hatch, and risk your life to go and get another thing you found during a match.

    That would be not all that big but, I think, it could actually help both killers and survivors. Survivors get the items if they play properly and killers get their endgame kills if they find survivors who seek for items.

    Even if we cosider that people may bring items to the exit gates before they are powered, it would still consume some time. You can even cosider it as a bonus objective that would give killers time and survivors their precious treasures if they start all gens and open the gates.

    Edit: since a lot of people couldn't really get the whole amount of benefits for killers the change could bring, let me sum up some of them here:

    1. If survivors start bringing items near the exit gates before gens are done, it can buy killers some time. And we all know that people want secondary objectives that would make survivors do something besides gens. Yeah, this one would be really optional but who wouldn't try to bring more than one item at least ones? (The whole process of searching for a chest, opening it and looking inside for long enough, picking up an item, finding the gates, leaving an item there would take quite long!)

    2. If survivors would start searching for items during an endgame, that may let killers get more kills if survivors mess up. Most survivors would try to stealth their way for a new item during an endgame, so anti-stealth killer perks would work even more effectively during the endgame.

    3. The whole change would motivate survivors to bring more chest and item related perks and offerings. More survivors would try to go with farming builds, these are much better to deal with if you play as a killer.

    4. More used items during a trial would make item related perks for killers more useful. Plus, devs could gather more data about items. If they are too strong, it can lead to specific nerfs. (And a lot of players want to nerf survivors.)

    5. If you leveled your main survivor as high as possible, you would have to waste bloodpoints to get new items on them at some point. Now, the game is grindy enough, why would you spend your bloodpoints on items? With this change you would rather try to farm new items during a match and waste your bloodpoints on someone you want to level up. That would give your main killer more bloodpoints to level up and get more good add-ons to sacrifice those teabagging survivors.

    No.

    Next.

  • @WRussoW said:

    https://forum.deadbydaylight.com/en/discussion/comment/990349#Comment_990349

    K. As you wish!

    Maybe let killers restore some add-ons during a match?

    The most simple concept of balance that could possibly exist in a game - the one-time-use item...and you want to negate it.

    Buddy - this was a horrible idea. Stop trying to justify it. There is no alternate universe where this is ever a good idea.

  • @chase131119 said:

    Absolutely not, survivors have enough items as it is. Survivors shouldn't even be able to keep items at the end of the match. Killers lose their add-ons no matter what.

    I have to wholeheartedly agree with this. It is a very unfair crutch already for survivors to keep the items they bring to the match if they escape or "lose connection" (seen many disconnects from weasles that don't want to lose their red keys when all is lost) while killers lose their addons.

  • @grayon444 said:

    https://forum.deadbydaylight.com/en/discussion/comment/986019#Comment_986019

    Why would you bring an item in the first place if you want to survive and don't get away with that item?I know that they increase odds of survival but they should be kept by the survivors.You got out of the match alive, why should you be punished because you got out of the trial successfully?

    Killers lose their items that helps them get a 4k. Why should killers lose their items?

  • @WRussoW said:

    https://forum.deadbydaylight.com/en/discussion/comment/986782#Comment_986782

    I mean, it's harder than just obtaining it in the bloodweb, you know?

    True true.

  • @Daddy_Ding_Dong said:

    https://forum.deadbydaylight.com/en/discussion/comment/990359#Comment_990359

    The most simple concept of balance that could possibly exist in a game - the one-time-use item...and you want to negate it.

    Buddy - this was a horrible idea. Stop trying to justify it. There is no alternate universe where this is ever a good idea.

    So this idea is horrible just because killers can't restore their add-ons?

  • Uh, since the update, has the idea become any better? Like, hurray, survivors can't keep their add-ons when they escape, sounds fair now, right? Right...?

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