On the recent Designer Notes...
As much as I love the team at DBD, I have to say this was the most mindless dev blog I have read in my time of playing. The whole point of the game is to learn as you go on and realize that there will be faults in every plan you make. Removing these faults breaks the purpose and makes the game too difficult and tedious for the unprivileged side (the killers) and too easy and boring for the privileged side (the survivors). The effect of these causes if done too ritually can all lead to less current players attending and less people who heard about the game uninspired to try it for those who have played.
With that all brought out, I hope Behavior and the Dead by Daylight team take into mind my and the community's thoughts of these suggested patches and hopefully take into consideration my suggestions.
Doctor changes:
The main idea of the doctor is to outplay the mind gamer at their own course and to find other means of escape rather than stealth. This new change wants to remove most of this gimmick to where it's a slice of what it was before whilst punishing less for careless mistakes. This is bad not only for the killer's side, but bad for the survivors as they will now learn less about the faults and see more to being more lazy when playing. I feel as if a good game teaches the player that one careless mistake can easily put points on to opposing side, and in the current state of DBD, it's more or less falling short on that mechanism. Both sides should care about what will happen if their main goal is to win, so these skill check fixes are doing nothing to help us learn.
Currently, the Doctor is rated third lowest on the community tier list, so this sudden buff is completely unnecessary. However, must we have to add a nerf to the Doctor, I suggest these few (while not recommended) changes:
-Have it so the survivor will scream less when closer to the doctor and scream more when further in both tiers.
-Make it so the survivor will not scream or gain tiers in madness when down.
Hex: Ruin changes:
Hex: Ruin is probably the most common perk used in any game. Rather than you guys asking yourselves why, you resorted to making it less used in the worst possible way. Gen speeds are too fast, and Hex: Ruin slows them down to where both the early game and late game is a scatter. There is your answer as to why the perk is so common. Even then, the perk is usually wasted a mere thirty seconds to two minutes into the game. This new change does not help at all and, once again, teaches the player that careless mistakes will happen and you don't have to be punished for all of them, which is a poor mindset in a videogame.
With the reasons matted, what do we do about Hex: Ruin? I suggest we keep it in its current state, if not, buff it slightly to where the chances of the totem spawning close to survivors is rare. However, if we must nerf it, I have two ideas on how we can buff it, one more desirable and reasonable than the other.
Idea 1:
-Keep the current suggested nerf.
-Make gen speeds slower to finish.
Idea 2:
-With the current Hex: Ruin in mind, make it so that while the totem is still active, half of the skill check zone is a good skill check chance (regression zone) and the other half is a great skill check chance (non-regression zone).
-To make up for the easier skill check, failing to successfully hit the great zone will result in the normal 5% regression, but missing the skill check entirely will result in a 7% regression. (This is optional but suggested to make up for the easier skill check)
To conclude, the team made a poor decision that was unwanted and the time spent on coming up with those nerfs could have been spent on other issues such as poor killer que times and working on buffing poor performing killers such as Legion, Bubba, or even the Doctor. So Behavior, please do not go through with this. This will only push players away in the pretension that these survivor favoring nerfs and buffs will only weaken the killer more.