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What can we do?

rhodamia
rhodamia Member Posts: 275
edited January 2020 in General Discussions

My perception of a few things *opinion, not fact*:

Why did 80% of killers (well that number is fact. They said so in the patch notes) run Ruin? To slow down the hardest part of the game for killers: the beginning.

What did the ruin change do? Take away their best tool to do that.

What did this result in: killers resorting to non-fun tactics to slow the game down (slugging, tunneling).

Everything from here up is what happened. Too late. BUT. We can move forward with the things below!

What can we do to fix the still-present issue/concern of 80% of killers: a fast beginning of game.?

More objectives for survivors?

Leave ruin the way it is but slow generator progression some (keeping in mind that adding 1 second to a gen is multiplied by the 5 gens. 10 seconds adds almost a whole minute.)?

Rework ruin to be early game again. But differently?

I'll take suggestions. Real ones. Not salt ones. Lol. Survivors pipe up too!I It's in everyone's interest. Otherwise killers resort to non-fun tactics. Which isn't fun for anyone. Yes even killers hate slugging. Who wants to watch you crawl around for a minute? Not me. But if it's the only form of pressure ya got. Gotta do what ya gotta do. No amount of "git gud" will make hag set up traps faster at the beginning of the game when she CANT chase because she's slow and has no traps yet. Nor can she patrol cuz she's one of the slowest killers.

What can we do while remaining fair?

Answers

  • kinderjazen
    kinderjazen Member Posts: 81

    There’s gonna be ######### survivor in the comments saying “ aPpLy pReassUre “ “ git gUd “

  • rhodamia
    rhodamia Member Posts: 275

    Lol well sadly I'm not looking for improvements to my gameplay. I'm trying to address that problem that 80% of killers were solving with ruin. And come up with a solution that is balanced and fun. :)

  • ClickyClicky
    ClickyClicky Member Posts: 3,536

    Killers were tunnelling on a mass scale before the change anyway.

    I’ve been playing solo survivor and killers seem to be doing just fine. I don’t think the lack of Ruin has changed all that much.

    I notice good players are winning games. They lose gens early but stall the game later - which is exactly what one of the devs on here said the design of the game should be.

    Meanwhile its the killers that sit around hooks waiting to tunnel or commit to 5 gen chases that are getting genrushed to oblivion.

    So really it seems to be restoring balance and less experienced players aren’t being boosted by Ruin right now.

    That said they need to fix the matchmaking. A lot of killer problems can be put down to them playing people that are far higher ranks.

  • ccactus623
    ccactus623 Member Posts: 214

    One of my favourite ways to slow it down is to injury as many as possible with sloppy.good survivors maybe just not heal but that half chases in the future. We can discuss changes but behaviour will just change ( or not change) what they want

  • rhodamia
    rhodamia Member Posts: 275

    Id love to discuss changes. Even if they don't. It can't hurt to brainstorm in a place that they can see/read.

    I don't believe the ruin change will drastically effect killer ranking since it was accompanied by the change to gatekeeper. If imagine the killers may get pushed even higher due to less pressure on one of their emblems.

    The root of the original question falls in that 80%. If it's a problem they all faced then it should be addressed. Personally I'd rather lose rank and have fun than gain rank but get genrushed or be forced to slug to keep pressure with my precious and gorgeous Hag.

  • ccactus623
    ccactus623 Member Posts: 214

    One change I did think of was to remove totems and replace them with buried tablets. So you would have say 20 mounds of dirt that can be searched and 5 will have tablets. It would be a 1 in 4 that you have a tablet but the mounds need to be easy to see So you would have a search time for the dirt then if there was a tablet you would then have to cleanse. Maybe you take the tablet and get bloodpoints for escaping with it for both dull and hex.but this would give the survivors something to search for and buff hex totems in general. Obviously some other perks like small game and detectives hunch would need to be changed but it may extend the length of the game with out making gens more boring

  • hanniballecturer
    hanniballecturer Member Posts: 31

    Bizarre to me that they've removed/nerfed a lot of the non-Ruin possibilities for slowdown. Legion Frenzy no longer applies Sloppy, for example. Thanatophobia is not terribly helpful even with four stacks. Pig hats are treated by survivors mostly like annoying cosmetics. Dying Light is not helpful - if you're hooking enough that it has an effect, you don't even need it. Freddy's slowdown got nerfed before Ruin itself.

    Seems like there are so many opportunities to slow the game down just a little bit, but they're either ignored or nerfed or simply removed. But they're right there.

  • ccactus623
    ccactus623 Member Posts: 214

    The problem is if you slow the survivors down they get bored. One big problem is the size of the maps the smaller maps arent too bad. You need to give the survivors more to do as an option that doesnt make it impossible for them to win.

  • rhodamia
    rhodamia Member Posts: 275
    edited January 2020

    So ideas:

    Ruin: non hex, generator progression is slowed by 10%, 20%, 30% decaying to 0% over the course of 70s, 80s, 90s.

    This would be similar in effect to the Plagues slow-down mechanic which limits which gens can be worked at the beginning. But instead it allows the freedom of all gens to be worked. Just at a slower progression until up to 1.5mins has passed.

    I just did the math:

    At T3: If a survivor spawned on top of a gen (no searching for it) and started repairs on second number 1. At the end of that 90 seconds, the Gen would be at 95%. Now at standard time of 1.25% per second. A player that started repairs at second #1 of the game would have a gen that takes 94 seconds (14 additional seconds).

    Keep in mind most people don't spawn ON a gen. So the effect would be less. And it only effects that first 1.5mins. with strength decaying evenly over time.

    Just an idea. Whatcha think? I did so much math. Just for you.

  • rhodamia
    rhodamia Member Posts: 275

    I like this. Kinda counters all that math of my new Ruin. Though I HOPE they don't get bored. By slowing the beginning of the game if simply adds more pressure to them. As they can't pop off a gen so fast, there's more chance of the killer walking up on them.

    What are some more ideas about alternative objectives? Perhaps things that make the game easier for the killer but reward bloodpoints and are completely optional. This way there is something more to DO. But it doesn't REALLY effect the game difficulty unless you want it to. Like the tablets above? Each player carrying a tablet increases killer movement speed by 1% but gives a % more BP at the end if they are holding it (dead or not).

  • ccactus623
    ccactus623 Member Posts: 214

    Bloodpoints drive players I think giving survivors things that give them more is always good for killer. You have to be careful with movement speed too much and killers would be op. I play a lot of killer but when I play survivor I want more interaction. So while gen speed is too fast decreasing this would be a boring fix

  • rhodamia
    rhodamia Member Posts: 275

    I agree movement speed is a key factor. But you can always drop the tablet! It just disappears when you do. So grab it and see if you can hang with a stronger killer. If not. Drop the BP's and carry on smartly. One tablet drop per survivor.

  • ccactus623
    ccactus623 Member Posts: 214

    I was thinking it would be more like a charm not an item. When the halloween event was out two years ago survivors had the plants and that made the games last s lot longer I was hoping this would do the same

  • rhodamia
    rhodamia Member Posts: 275

    NOED doesn't have a beginning game slowdown. NOED is technically an end game perk designed to deter survivors from rushing to the endgame.

  • Waffleyumboy
    Waffleyumboy Member Posts: 7,318

    Noed slows down the game by 70 seconds, 14 per totem.

  • rhodamia
    rhodamia Member Posts: 275

    That's a complex way to look at that. That is an OPTIONAL 14 seconds that can be carried out at any time during the game. And multiple can be completed at once without penalty of time. Though it would work if every survivor was forced to cleanse them. It doesn't slow down the beginning of the game. Most surv groups will ignore dulls until noed pops up and then hunt for the hex.

    I'm looking for ideas for early game that allows killers like the Hag to set up. Just those first few minutes.

  • Clevite
    Clevite Member Posts: 4,335

    We just need to put in one of those doors like in pac-man. Killers can enter 1 and appear on the other side of the map! Boom, map pressure. Just one tho.

  • rhodamia
    rhodamia Member Posts: 275

    Haha that would be interesting. Could survivors use it too? Lol

  • Clevite
    Clevite Member Posts: 4,335

    Lol, I think not. But it would be fun to chase through the door.

  • SolAkira
    SolAkira Member Posts: 71

    Dont really care for ruin as a survivor but... now my most favorite perk us no longer needed. Small Game.


    Killers slugged and tunneled anyway before the change so... why wouldn't they do it now. They should just change it back. It would have gotten newer players for learn how to play better with a harder curve.