The current criteria of being in a chase is too tight and causes unintended interaction with perks
This has always been a problem in my opinion and with the new Premonition in PTB (and recently Cross-Examination) I'm seeing more and more unintended interactions that trigger effects not intended by design.
For example, when a killer mind game by doubling back around a wall, or even just breaking line of sight for slightly more than a few seconds at a maze tile or a tall loop (which happens all the time naturally), the game will often register the chase as having ended and re-entered again, causing the new effect of Premonition (aura reading on killer) or Cross-Examination's elusive to trigger. These scenarios should not be the intended effect of the designs.
Another example on the killer's perk's side, Play with Your Food can be stacked too easily without actually breaking chase at all (meaning the killer is in fact still chasing the same survivor, but since the chase mechanic currently is too easy to abuse, it's too easy to force a chase to end and restart by certain techniques, both on the killer and survivor's side).
The solution I propose: Add a longer grace period after the chase condition is not met for the game to actually register an escape, like 5~10 more seconds for a chase event to linger before it ends. This will prevent these unintended interactions with perks, prevent abuses and free up design space, while reserving the chase-end event for when a chase has genuinely ended and the killer has left.
Comments
I mean, I agree but I've agreed for a while on grounds of bloodlust being garbage because of shift-teching happening accidentally. Wild to see people saying it who aren't me though. Woo.
It's already 8 seconds if you lose Line of Sight.
I don't know the current value. If it is indeed 8 seconds, then either it is not enough or there is a bug in how it's calculated. I'm still having these bogus escapes triggered far too often, even if I'm not actively shift-teching around tiles and just looping normally.
https://deadbydaylight.wiki.gg/wiki/Chase#Ending_a_Chase
The chase mechanic and conditions have not changed for many years.
I didn't say the mechanic was changed. But something that hasn't changed doesn't mean it can't have problems, especially if newer perks exposed the problem more freqently. I was merely giving a suggestion based on my experience for it to improve.
But if you weren't aware of the conditions to begin with how can you say that there is a problem?
The perks trigger in unintended scenarios during a chase, which is not the designed purpose for these perks. How is that not a problem?
If a chase "ends" and says I escaped when I have not, that's a clear indication of a flaw in the system that needs to be improved.
I like it, it adds counterplay and fun strategies such as shift tech n such.
The chase mechanic in itself has it ups and downs, but yes, perks that require you to not be in chase should have an extra "grace period" after a chase before they can trigger again.
Maybe something like "When a chase ends, this perk goes on a 5 second cooldown."
I wouldn'r change the whole chase mechanic though. That could mess with way too many things and cause new problems with other perks.