Core Game Mechanics Rework
Reworking Hook States and Related Mechanics
Overview
While hooks are a core element of both the lore and aesthetic of Dead By Daylight, they are also at the heart of player frustrations. This rework idea aims to address the most frequent complaints of survivors, including:
-Camping hooks/Tunneling Survivors, resulting in limited ability to participate in the match
-The Struggle mechanic
-Prevent early-game Moris
-Prevent griefing/poor teammate skill from determining death
Removing Hook States for HP
Too often players make a mistake or find themselves in a poor location for a chase, resulting in an early hook. This can be compounding by either griefing or poor teamplay (refusing to make a save/pulling the survivor in front of the killer without a protective perk) and may result in a player only being able to participate in a fraction of the match. This is both detrimental to the enjoyment of the player, and can severely hamper the team. Furthermore, it greatly limits the strategy of both the killer and survivors.
Instead of Hook States, survivors will have Hit Points. Hit points will greatly change how various mechanics work within the game with the hopes of balancing out both sides to have more participation and help to reduce the role that luck plays in deciding outcomes and instead reward skill and consistency.
HP Mechanic and Killer Attacks/Abilities
The following are working numbers, please keep in mind that they are rough estimations that while relatively proportionate, could change greatly in the final ideation.
Survivors will have a base health of 100 HP (this could be vary based on the physical build or toughness, TBD). Killer interactions (attacks and abilities) will interact slightly differently with this new HP bar as follows:
-A basic attack on a healthy survivor will do 5 damage and cause the “bleeding” status (previously injured status, “bleeding” will cause the survivor to leave an intermittent blood trail).
- A basic attack on a “bleeding” survivor will do 5 damage and cause the “hemorrhage” status effect (previously the dying status, players with leave a more obvious and consistent blood trail)
-A basic attack on a survivor with the “hemorrhage” status will do 5 damage and cause the “incapacitated status”, equivalent to the current dying status.
-Killer secondary attacks will be assigned strength of 0 (no state change, usually for a debuff), 1 (bleeding state upon being hit), 2 (hemorrhage state upon being hit), or 3 (incapacitated state upon being hit). Each strength level would do 0 HP, 5 HP, 10 HP, and 15 HP damage respectively (though this number could be flexible for more fine tuning/interesting character builds).
-Abilities causing the “Deep Wounds” status would cause a loss of HP over time until mended.
HP Mechanic and Hooking
While the main concept of hooking is similar to current play in removing a survivor from powering generators and forcing a teammate to make a decision on a rescue, how this is achieved and what it accomplishes is somewhat different. While the idea of helplessness is an important horror concept, it clashes with frustration of players losing agency over their decisions in the game, or worse, removes a player from the game due to decisions completely out of their hands. The following changes returns that agency and creates new strategies:
-When a survivor is hooked, they lose 5 HP.
-The Struggle mechanic is reworked to cause the player to pull themselves off the hook by tapping a button for several seconds, causing them to lose 15 HP upon success, but is guaranteed to free them.
-A Hook Rescue, however, results in no additional loss of HP for the player being saved.
-Players will have to make a cost/benefit decision on whether to save themselves or hope for a rescue.
As a side note, since the Entity’s appearance on the hook is an important part of lore/aesthetics, it will appear upon any hooking, and, depending on the remaining HP of a survivor (ex: 25%/50%/75%/death) it will be more actively tormenting the survivor.
HP Mechanic and Moris
When a Survivor enters a critical health state of 15 HP or less, they will be vulnerable to a Mori if a killer has played one. There will no longer be differing levels of Mori offerings, only a single one. This will prevent situations where a Killer can Mori a Survivor very early in a match,a low risk, high reward scenario.
Alternatively, Mori offerings could be removed altogether, and all Killers could have to ability to Mori a Survivor in the HP Critical state. In this case, it may be more fair to lower the HP threshold even lower for balance.
HP Mechanic and Medkits
Medkits would change significantly to work within the scope of the new HP mechanics. Since the goal of the killer is less specifically focused on hooking and instead trying to get Survivor HP down to zero, medkits can no longer fully restore a Survivor. Instead, healing will be more about reducing Survivor health states (bleeding, hemorrhaging, incapacitation) with addons providing limited HP restoration. The medkit will interact in the following way:
-Similar to current usage, medkits will heal 1 health state at a time until the survivor is “healthy” but will not recover HP.
-Addons to medkits will be reworked to grant varying amounts of HP restoration.
Other Considerations to Make HP Mechanic Successful
Random Elements
While randomly generated elements and luck based offerings may have seemed like an interesting way to portray the fickle nature of the Entity, they ultimately undermine the skill of all players. The following changes should happen to improve game health:
-Create maps with pre-determined layouts
-Remove luck based offerings
Game Pacing and Alternative Survivor Objectives and Interactions
With a change in pacing of the game and removing random elements, alternative objectives may prove a valuable aid in pacing matches and using strategy to determine player actions. Some ideas include:
-Finding parts and gasoline for generators.
-New interactions with environment (varying hiding spots, distractions, and obstructions.
Sabotaging and Hooks
Sabotaging hooks would take a greater amount of time (lessened with toolboxes or perks) and be permanent. Since hook states no longer exist and players can be defeated without hooking, permanent damaging of hooks is less detrimental. Sabotaging, instead of removing a hook, would damage it, causing the hooked survivor to still be damaged upon being hooked, but taking significantly reduced damage upon trying to struggle free (5 HP instead of 15).
Map Voting
Replace Map Offerings with a voting system.
Blood Point Merchant
Allow players to spend their bloodpoints as they see fit on the items and perks of their choice.
Comments
it's an oxymoron. Not to mention that "parts and gasoline" would also have to be pre-determined or would you rather they be random so then they can spawn right next to generators like totems do?With everything that you listed this is nothing short of hell for both sides. Killers like trapper and hag would be played even less because no one would go to save people they hook (why risk going down yourself when they can unhook themselves) making the time they've spent setting up traps pointless. If I decide to play clown what can I do? I have nothing but m1 attack so now in order to down 1 survivor I have to give them 2 sprint-bursts after I hit them? Why would I even hook survivors if they get free escapes and I get the middle finger? Why wouldn't I play Oni and Spirit, slug everyone and then hook them 1 by 1, camping after the hook to make sure they don't escape. If they have unbreakable I slug them again. I have no problem letting survivors bleed out on the ground. My job is not to let survivors have fun, it's to kill them (by any means necessary). And when I earn BP, why do brown and yellow add-ons and offerings even exist? They have no purpose in the game since I can just get party streamers over and over again. Why would I get a brown add-on when I can get a better version of it as a purple? You complain about moris being low risk-high reward but nowhere do you mention that keys are equally as low risk-high reward as moris are. This game is supposed to be a horror game (though arguably it stops being one after the first 100hrs of playtime) but if you want to put in an HP mechanic then this would become more of an arcade game and even less of a horror type game. Why do you think killers use moris in the first place? It's mainly because they get screwed by the game mechanics and survivor perks over and over again. What can you do when they bring DS + Unbreakable and are doing a gen in your face while still injured? What about all the players that use exhaustion perks to give them another chance? A dead hard can be the reason you win or lose the game. A DH (or any other exhaustion perk) can give you enough time to get to a safe loop and prevent the killer from downing you, giving your teammates more time to complete gens and possibly even making killers "Pop goes the weasel" useless. Hwo many second chance perks do killers have in comparison (and no NOED doesn't count since it's an endgame perk that can be gotten rid of before it even activates. Until killers can do something that gets rid of DS f.e., NOED is an endgame, not a second chance perk)? Reading all of your proposed changes it's almost like you don't care that much what happens to the other side. It's already difficult at high ranks and you want to make it even harder? How is all of that fair?