New Dead by Daylight Mechanic: Push Limits



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Just an idea how to help spiteful slugging while also introducing a minor new risk/reward mechanic.
http://www.twitch.tv/ScottJund

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44 thoughts on “New Dead by Daylight Mechanic: Push Limits”

  1. I personally think 5 seconds is too fast to enable it maybe somewhere between 10- 15 would be better. There's times where leaving someone on the ground longer than 5 seconds is needed especially if ur one of the few twins players

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  2. Like you said near the end of the video, it wouldn't change much about the game, which I think is the problem. I think that's an interesting idea, but it honestly doesn't do much.

    I really think survivors should get some conditional version of unbreakable basekit, which could be a part of your idea. You get a single use of Push Limits per trial, and have to trigger it before you reach, let's say 25% recovery (if you recover normally past that threshold, you can't use it until you get downed again), it makes you recover faster, crawl faster at the same time (like tenacity), and you can pick yourself up, while you bleed out much faster (the faster bleedout is why you're forced to use it early, so you can't get the benefit of unbreakable without sacrificing a big chunk of your bleedout timer).

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  3. when theres only two survivors left and the killer is slugging for the 4k the slugged survivor should be able to unalive themselves so the other survivor can get try to find hatch

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  4. I think if they want to combat slugging, they should take a look back at that new mori and recovery experiment. I honestly think the idea itself is great, but the execution was terrible, altho I really like that it was an experiment, not a PTB for a new patch, a genuine experiment to gather feedback isolated from the main game.

    My idea to make it better would be: When a considerate amount of time have pasted after you reached the max recovery, the limit will just be gone, and you will be able to fill the bar completely. That means if you are slugged for long you can just pick yourself up, which unlike the original experiment doesn't screw with killers like Twins that are forced to slug or want to make it a tactic when snowballing like Oni for example as it will take time to kick in and at the same time it would combat the people that down all 4 survivors and just wait until they slowly die. For the mori part, it also has to be completely change as I want this system to be like anti-3gen or anti-camping system, not new way of playing. My idea would be to make it so when 3 survivors are dead or on a hook, downing the 4th will end the match with a mori. The match can already be considered as finished, so no need to wait out animations as well as it would add some cinematic flair with the mori placed on predetermined place. I also should specify that changes to perks to eliminate moris would not go, Devour Hope and Rancour will still let you mori survivors, but if they really want to remove moris from the perks (which I don't think is necessary) they could make it so instead getting an option to mori survivor, in its place the option to pick up a survivor would be replaced with "Consume" which would make The Entity take that survivor and place it on a hook while instantly setting their hook stage to 3rd, which would make them instantly sacrificed, gameplay wise only change would be that you would lose that hook, while still having same effect of killing the survivor, additionally that could actually serve as a balancing point as unlike moris that have different times, the consume option could take same amount of time for all killers as it would be just usual interaction allowing them to make moris longer and more cinematic.

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  5. This is such a great addition!
    Edit: For the record, this is genuinely so easy to implement, a single dev could do it in an hour, so that just begs the question; who actually makes balancing decisions like this? Certainly the devs don't just work on whatever they want, and I can't imagine gameplay mechanics are coming from the top. Do they have a dedicated balancer?

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  6. Thank goodness you’re talking about slugging again. Not sure if bhvr forgot they touched on a slugging mechanic, or if it’s still in the works from whenever ago (along with cross progression and the mori changes that didn’t go through yet™️)

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  7. Double crawling speed is not enough of an insensitive to use the mechanic and if I wanna quit a match I'll just quit I won't even give killers the satisfaction of slugging me. Also if you have to keep adding mechanics to one specific side because the other side plays in ways that ruin the experience then the game is unbalanced and THAT'S the main issue I can't believe I've had to repeat this point for YEARS and people are still too dense to get it.

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  8. The faster bleedout is a non-negotiable QOL if everyone is downed and you just want out, but this specific idea is a buff because you're providing another option that can be useful in certain scenarios, aka a direct upgrade in TF2 terms, I don't think it's a deal breaker but it definitely is a buff and can be annoying if you're the killer.

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  9. I dunno. This just seems like it would get abused by butthurt survivors so they’d be like “hahaaa you didn’t kill me gg ez” especially since if this was implemented I assume killers wouldn’t receive the same point/rank up gain if they had hooked the survivor. Slugging does suck, but unfortunately it’s necessary sometimes and punishing killers because they had to leave a survivor on the ground. I hate this notion of it’s wrong for killers to really want the 4K.

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