KaldakaGreyTwitch
KaldakaGreyTwitch
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@Peanits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610499#Comment_3610499
It's not so much that it's impossible to do something like this, but rather that this wouldn't fix the problem, just shift it. If someone has decided that they absolutely do not care to continue the match, there is nothing we can do to change that. No amount of penalties or preventative measures will suddenly make them want to keep playing. Even if we prevent them from trying to unhook themselves, nothing stops them from then running directly to the Killer to get downed and rehooked as quickly as possible, or from whipping out their phone and watching some videos as they wait for the match to finish. Either way, the end result is the same. You've still got a teammate who isn't doing anything, only now the other Survivors might accidentally waste time saving them and the Killer has an easy way to activate whatever hook-based perks they may be running.
In reality, people letting themselves die on the hook is not the problem, it's a symptom of the problem. Fixing a symptom doesn't make the issue go away, it just resurfaces in a different way (e.g. going AFK, running at the Killer, etc.). The real problem is they don't feel the need to finish the match.
That doesn't mean it's impossible, though. There are likely some creative ways to discourage abandoning a match, but it's not as simple as disabling the ability to unhook yourself.
If this was the only argument against removing 4%, you would also just disable the DC penalty since there's no reason to have it if people can just afk at the hook/run straight at the killer to avoid it.
The reason you keep the DC penalty is because without it people dip out of matches over the tiniest thing. The DC penalty incentives to play out the match. Will it effect everyone? No. Does it make a noticeable difference in how often people DC from a match when it's on? Absolutely.
So remove the 4%. Let your DC penalty have one less loop hole and be an incentive to remain in the match. The same way it does now. There is NO beneficial effect to 4% remaining in the game. It's a throwback mechanic that has no place in the modern game. As BHVR seeks to provide better balancing for the game, removing the ability to be rewarded for trying to die, is a logical step in that direction.
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@okaayletsgoo said:
Most of this issue comes from high mobility killers using Lethal Pursuer and getting quick downs. The solution would be to add a downside to lethal which would prevent killer from using power for the duration of the initial aura reading at the start of the game. This would prevent blight, nurse and Wesker from instantly being on you within the first 5 or 6 seconds and getting a free hit.
You mean a downside other than it only lasting 9 seconds and then needing another perk to not be a dead perk slot?
I guess alert needs a down side? And wire tap? And fogwise?
Lethal has a downside. It's dead 10 seconds into the game.
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@Theo_Urista said:
that does sound like a solid solution however one problem, say if a killer manges to slug everyone and hooked them all less than 3 minutes in and none of them are able to have a chance to 4% off hook.
Doesn't matter. Killer's won. You don't deserve an extra chance at not losing for.... trying to ######### on hook.
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@gibblywibblywoo said:
I can't remember if it was on a BHVr stream or a personal stream but I remember Mcclean saying they'd never go with the "other player hooked" thing as it would potentially decide your ability to use your perk based on getting hooked AND another players actions.
That's fair. I can see them not wanting you to feel like you've lost player agency over your own perk. That's a good example of "am I missing something?" because purely from a balance stand point my idea works (at least so far as I can tell). But it wouldn't feel good to lose your perk because of someone else's actions.
That being said, being DS'd because you didn't tunnel also feels pretty ######### so they still need to find a solution there.
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You misread it. I get hooked. I get unhooked. Killer slugs me. Killer downs the person who unhooked me. Killer hooks them. I'm in the dying state (slugged or hooked), I keep my DS.