Best Of
Re: A hypothetical question regarding anti-slug
In fact, survivors should be glad killers are slugging and not hooking, because hooks mean that you’re closer to dying.
If you've been on the forums for any length of time, you would see that most Survivors would prefer dying quickly and moving on to the next match over lying on the ground for four minutes unable to do anything. That's part of why the Abandon feature was added (and the scenario where you get knocked down several times that allows you to abandon).
Re: Why do killers get so angry when survivors DC when they slugs the whole team?
Except they can. Did they care about the whys of people letting go on hook before removing the 4% mechanic to force people to do their objective? Nope. Did they care about the whys of the DC epidemic before the recent 20 match degradation penslty to force people to do their objective? Nope. Did they care about the whys of the 3-gen-from-the-start strat before the 8 gen regression limit to force people to do their objective? Nope. Did they look into the whys of the last two survivors having to hide and outlast each other before the idle crows update that forces them to do their objective? Nope.
But yeah, I'm sure you're right that BHVR will address your issues and not just implement changes that force you to do your objective
Re: Rebalancing Hillbilly's Chainsaw
I just want him to have a cooldown after cancelling his M2
He can insta M1 after using his chainsaw
Re: New pallet density is braindead
Pallet density hasn't been changed in several months, it's just bad generation if you're getting heaps of good pallets.
Re: New pallet density is braindead
You realize that a lot of the pallets have been nerfed and are very mind-gameable?
Re: A hypothetical question regarding anti-slug
No offense, but basekit Deadlock would probably be the worst possible basekit slowdown you could give killers. It wouldn't be very healthy because other unfun killer strategies could be strengthened, but also, as someone who never runs Deadlock, it would really bother me because Deadlock is very anti synergestic with other killer slowdowns.
Got a down and ready to hook the next survivor on to a Scourge Hook? Oop Deadlock triggered blocking the generator you needed to blow up and it instead does nothing or explodes the gen with little progress.
Got a down that would normally trigger Eruption? Too bad, it won't trigger because Deadlock hit the gen I applied it to.
Got a generator with lots of progress that no survivors are working on while running Ruin? Oh man, Deadlock triggered on it so now it's not regressing at all.
Got a down and ready to go kick a nearby generator with lots of progress with my Pop? Crap, Deadlock triggered on it so now I either have to stand there waiting it out, or forgo Popping it.
Re: A hypothetical question regarding anti-slug
I'm not interested in equivalent exchange as a means to get things done. The devs need to have a spine and not cave to hyperbolic outcry.
Nor do I even think that this idea is equivalent. Two minutes on the ground is a long time. This would help people about as often as you get to kobe off-hook with no perks or offerings. Meanwhile, basekit Deadlock would benefit every single killer player.
It's not that gens get done too fast, it's that killers get outplayed or overcommit, then proceed to blame the game. And a mass slowdown is too strong on some killers. That's real nice for Trapper but do we really need to give it to Ghoul? If killers need work, they need to be addressed individually.
Re: Tunneling
Killers who want to have fun by the misery of the other side are just terrible people, reaching rank 1 red is a matter of play time not skill, and personal challenges ? XD Most killers have one objective how can i make the most fun out of my game while making sure the surv don't have fun. BTW before you get angry at that statement the DBD discord is full of killers that talk about how they try to achive this.
The advantage of it lets other survs just do gens is correct with high MMR/comp games however in casual games I don't want a friend to sit on a hook and press space bar every now and then for the sake of winning I want them to have fun too, If I was ok with that I would just play killer solo and tell my friends to play the offline chrome game, its the same thing you press one button every 5 seconds to play that, its very fun and mind numbing.
New DBD event (THE TRUE BALANCE EXPERIMENT)
I think 2v8 has been a really cool way for the devs to actually try out a lot of experimental features. From base-kit unbreakable, to adjusting gen speed based on hooking progress, teleporting hooks etc. A lot of things that may have gotten massive backlash if had been directly pushed into the main game.
What this illustrates is that such experimental features are significantly more readily accepted when released in the form of an Event, rather than the main game.
This is why I'm also glad that beHaviour never pushed the anti slug update to the main game of 1v4, as there are safer ways to test these things. That is why I want beHaviour to fully inderstand: You don't need to add radical changes to your own game. You can in fact safely compete with your own main game through the creation of events.
With this mentality, we are going to design a new version of DBD, all with radical changes targeted at solving deeply rooted gameplay problems, that can exist as a 1v4 game-mode and co-exist next to the standard 1v4. With that, players would be able to decide which version of DBD they enjoy better, and through that, they can update the main game should certain features prove beneficial long term.
This, in my option, is the healthiest design philosophy for DBD onward.
NEW DBD EVENT: THE ENTITY'S GRASP
This new 1v4 even will be focussed around the entity interfering with the match in crucial ways that will help assist in solving many of DBD's most long term issues, including:
1. Tunnelling (For a fun-gameplay perspective and not a balancing perspective unless readjusted)
2. Gen-Rushing
3. Slugging
4. Start of the Match Stealth
5. Indoor Map Killers
Here's how we're going to address each single issue mentioned through the entity's theme:
1. (Anti-tunnel) When a survivor is standing in front of a hooked survivor, they have 2 unhooking options:
- Unhook: Unhooks the survivor as usual
- Free: The unhooking survivor pulls on the hook, causing the other survivor to be wrapped by the entity and sent to a hook far away from the killer, which then breaks without a sound notification, freeing the survivor. This survivor then gains Elusive and Broken for 30 seconds. The survivor that freed the other survivor triggers killer instinct on themselves for 16 seconds.
REASON:
One of the reasons tunnelling is hated and why killers are "blamed" for tunnelling, even though it's literally their most effective strategy is because once a survivor is hooked, they can never realistically and in a consistent way enter a "state of stealth" again. This makes the mechanic feel unfair from a fun perspective for a lot of players. This above mechanic would allow every hooked survivor to enter stealth again, but would keep the other survivor at a known location so that, in case the killer finds nobody, they can keep the action loop going by going back to the unhooking person
2. (Anti-genrush) Exit gates take 20 seconds to open, but at the start of the match, the entity's grasp slows survivor's exit gate progress down by a factor of 13 times (taking a total duration of 260 seconds for the exit gate to fully optn). This slowdown is reduced linearly over 8 minutes, reaching 0 slow down at 400 seconds into the match as the entity's grasp weakens.
This means that is games where stacked genrushing or other minimal gamelength accelerating mechanics push the minimal length of the game, they get proportionally counteracted by the longer duration of the exit gates. At a typical extreme gen-rush, that might mean that they have the gens powered at around 240 seconds, at which the exit gates will take around 100-80 ish seconds still.
REASON:
Normally, there is no mechanic preventing over the top stacking of mechanics that push the minimal game-length to absurd levels. And surprise surprise: Not even diminishing returns can fix it. It's because these minimal game-length accelerating sources come from so many angles: Gen speed increased, reducing gen length mechanics, instant gen progress skill check perks, self unhooking perks, instant healing progress perks, etc.
The quite easy to implement fix, of making the exit gates take longer counterbalances the endless complexity of combinations that produce the real gen-rushing issue to begin with. With this mechanic, rushing gens and having higher gate-times is still beneficial, but heavily reduces the effectiveness of said gen-rushing when aggressively stacked, yet while leaving most normal matches untouched, as those gametimes will likely exceed the 8 minute mark. (and the linear decline curve can be adjusted should people believe it should be diminished fully after 7 minutes, or 9 etc. but such finetuning requires testing)
3. (Anti-Slugging) The entity fills you with false hope: For every survivor downed, their recovery speed and your healing speed on them is increased by:
- 1 survivor downed: 0%
- 2 survivors downed: 30%
- 3 survivors downed: 100%
REASON:
One of the problem with the anti-slugging system previously is because it created problematic scenarios where survivors could die on a pallet and self recover if they could have that pallet pressured. On top of that it also gave survivors a free way out while slugging is supposed to be a proper last resort strategy for a snowball if the team has screwed up. In my opinion, it would only become a problematic scenario if it became the main strategy throughout the match, avoiding hooks entirely.
This is why, this current implementation doesn't give people free pickups, but makes it so that if you enter a slugging situation, survivors have to be in the right positions for the pickups, which means killers still get to punish mispositions survivors, or teams that refuse to heal and allow for snowball. With 3 people downed, the team has a significantly better chance at a comeback if the killer can't punish the last survivor before they are able to reach another person, yet keeping it a valid strategy if they do.
4. (Anti-Start-of-Game-Stealth-randomization) The entity lures the killer to their victims. At 5 seconds into the match, killer instinct triggers for 2 seconds at the spawn points of the survivors
REASON:
Currently, one of the biggest balance problems that affect the outcomes of a match is the completely random phenomenon of whether the killer is able to find the survivors at the start of the match. You might see a comp killer run all the way to the other side of a long map, only to find out the survivors actually spawned somewhat close, and as good as instantly losing the match off of that, when the entire scenario to the game has contributed nothing useful in gameplay.
This mechanic will normalize killers in their ability to find survivors consistently at the start of the match, reducing the massive disparity in match outcomes based on the purely coincidental fact of whether the killer ended up stumbling on a survivor early or got unlucky and guessed the wrong spawning points first.
5. (Pro-Indoor-Killer change) The entity's fog fills the realm: Whenever survivors are playing against an "indoor map killer" a fog surrounds them which fully blocks their vision from further than 24 meters, which cannot be seen through.
REASON: Obscuring someone's vision from further away brings back the fog that DBD has slowly been removed, and allows any "indoor killer" like Myers and Ghostface to play as an indoor killer, even on outside maps, removing the massive balance disparity that such killers experience between indoor and outdoor maps. As this mechanic could potentially become a staple, said stealth killers would of course have their kits range slightly adjusted to be balanced around this core stealth mechanic
With these changes, THE ENTITY'S GRASP could become one of the most amazing balance experiments in DBD history ever, yet, unlike PTB experiments wouldn't risk facing similar levels of backlash, as survivors essentially can choose which version of the game they want to play. As this philosophy allows DBD to compete with itself as best ASYM horror in this genre, allowing itself to naturally evolve itself to its most ideal version, as the player-base will organically move to the version of the game they believe is the most amount of fun ❤️

