Interested in volunteering to help moderate for the Forums? Please fill out an application here: https://dbd.game/moderator-application
Kill Switch update: We have temporarily Kill Switched the Forgotten Ruins Map due to an issue that causes players to become stuck in place. The Map will remain out of rotation until this is resolved.

http://dbd.game/killswitch

Thoughts on buffing/reworking the entire game(Killer Side)

Long post ahoy! Here's the thing. The current state of the game is at a point where everything is too balanced for new perks to even have a real effect. Look at the strongest perks available, and you'll see the game hasnt really changed that much in years, to the point where weaker perks are made stronger by nerfing the stronger perks.

On Killer side, at best every 3rd killer released after the main 3 have a usable perk or 2(Plague, IMO having the strongest set released of all).

On Survivor side, well, all new usable perks are only really buffs to already existing, otherwise mediocre perks(Laurie obviously being practically the strongest set in SWF setting).

We've already seen comments here and there where dev's are trying to bring Solo survivors up to the same information a 4 man competitive SWF gathers and then balance killers around it. But how about we stop looking at the information alone and do an allround buff to both sides. Making terrible and mediocre perks at able to buff without a real risk in making them too strong. First thing that needs to be mentioned, I know things like breakable walls will be implemented on other maps already, I'm going to ignore those statements as if they currently do not exist to make a more complete list.

Due to killer mains here tending to flip out at the notion of buffing survivor mechanics or perks, I'll start a post on the killer side, if it is recieved well enough, I'd also be willing to make a survivor side post, as there are some things that drastically need changing on both sides.

First things first: Technically it would be a survivor buff to add another healthstate and giving survivors a good reason to be fully healed by giving them some additional buffs if they are(essentially removing those buffs once they are hit, giving them a reason to fully heal up other than not leaving blood trails, what those buffs would exactly be, are mainly altruistic like faster unhooks while healthy, perhaps bigger skillchecks while healthy), but that is to open up more possibilities on the killer side too, get even more use out of things like Sloppy Butcher and creates the oppertunity to make a fully charged Lunge deal 2 states of damage without it being too strong. With an extra healthstate, we can also increase the speed of a regular attack being done and reduce recovery rates of succesful hits. This would also nerf all non-exposed instadowns, which would allow the exposed status to apply to otherwise instadowns and allows more creativity with addons. You could add hinderance that lasts untill fully healed(which would take an extra healthstate), meaning that even if someone got 1 stage instahealed, they still would be slowed down enough to easily catch up with. You could add addons that inflict the broken status and at this point it should become obvious, it would allow all perks that rely on basic attacks only can be upgraded to be used with secondary abilities too. The only real downside is that a survivor can take 1 extra hit before being downed, but dont worry too much, because it allows for perks and addons to exist that speed up the bleedout timer and/or affect the speed of recovery. It allows to punish specific healthstates a lot more intensely because there is an additional one.

Next up: Mori's. Now, this might be a shocker, but my suggestion here would be to remove Mori's as they exist today and implement them otherwise, they simply are not rewarding enough for killers and too punishing for survivors, making it a lose-lose offering, hence the removal as offering and putting them into perks. NOED would recieve the additional capability of executing survivors on the spot once the exit gates are powered. Essentially turning into Ebony Mori while leaving a free spot for an offering, which can be used for a survivor pudding instead. Not revoking it of it's hex status however, because of the following: Closing the hatch would turn all remaining survivors to turn into the obsession(which would need some obsession perk tweaking, but we'll get to that). This would mean that if someone uses Rancor and closes the hatch after someone used a key, they essentially have a permanent NOED without the haste. That only really leaves Devour Hope, as it would essentially be even more useless than it is nowadays, but I would change it so that the Devour Hope totem should remain hidden untill all other totems are cleansed, to the point where even Small Game doesnt trigger untill the 4th totem is taken down. This adds a lot more mindgame ability with totems, because if you were to run Haunted Grounds, survivors would be forced to take that Hex down first, forcing 1 minute of exposed status before they can even access the totem they really need. And the best part is that if you dont have any other hex totem, you will actually see the aura of the hex totem appear if survivors cleansed the other 4 totems. Making you know exactly if your hex is in danger of being cleansed or not. Adding to that, Devour Hope should add 1% haste for each stack that you gain. Giving a total of 5%.

Then, making strong loops easy to break. Yes, we already know some buildings will recieve a breakable wall, but honestly, it takes just as much time as a pallet to break and doesnt give you the benefits that breaking a pallet does. Even if you pre-emptively break down the wall in the shack, you might aswell take a pallet stun and break it having essentially the same effect. What I would be willing to have, is, once bloodlusted(even Tier 1), those walls will turn see through for killers and killers could instantly break through those walls. That way, you can really have some genuinely scary moments where you never really know as a survivor if it would be safe to be that close to a breakable wall while being chased because the killer could literally be waiting for you to pass by to get a free hit on you. Perhaps even allowing the survivor thats on the recieving end of that wall to recieve an exposed status, allowing for a chase to end rather abruptly.

Before I continue on to specific killers and perks(I'm not covering all perks, most of them are fine and will be just as strong, like BBQ or Pop), we need to talk changes to the emblem system. Currently, the game is designed for the killer to defend generators. You dont even neccesary have to kill survivors to gain a pip, making the title "Hunter" more realistic than Killer. Which, in the current meta is neccesary, because of the current pip system. Essentially, the survivor system should be a relative system entirely, which would make no real difference if you were the first or last survivor to be caught. In fact, as a survivor you could get more emblem points if killed early on rather than later, as a matter of sacrificial compensation. The biggest reason survivors currently hate being camped/mori'd/tunneled to death is because, as a killer, you're forcing a depip. Even though killing a survivor ASAP will have a very rewarding effect to the killer. But more indepth about that later. This does mean the Killer emblems need changing too. The easy ones first: Devout should only be based on kills, even bleed out kills. Malicious is fine as it is. Gate Keeper should be based on map size and time it takes untill the final survivor actually leaves the map. It shouldnt be affected much by genrushing as often you dont have any control over that as a killer anyway, and this whole section is to make the killer more of a killer rather than a patrolling hunter. If any survivor is caught by the entity during the EGC(due to hook sacrifice or just the final second having passed), you essentially should recieve at least a gold emblem. If none of the survivors leave the match, you recieve iridescent by default. You can still recieve Iridescent through other means by defending generators, but this way, you can have 2 different playstyles easily without having to give up on earning an emblem. Then all we have left is Chaser, even though this one shouldnt change too much, obviously it doesnt make much sense for basically having a Malicious 2.0. It's a bit shocking perhaps, but I think this one should be either Strategist or Planner instead. If you decide to break a chase and break a pallet instead, for future reasons, you should get a point for that. Turning invisible as a wraith mid chase to gain some speed, should recieve points for that. Placing down traps as trapper or hag, should get points for that, especially when triggered. Switching targets mid-chase due to the current chased person being obviously a bit too good at looping while seeing someone else that isnt, should give points. Forcing gens to regress should give points to that(perks included, but kicking obviously being the more rewarding option). Opening the gate early on or closing the hatch, should be in that catagory. Taking someone to the basement, should fall into there. There is a whole part of strategy on the killer that simply doesnt get rewarded at all, discouraging the use of strategy in favor of simply instadowning people and using a mori. Essentially rewarding players for not being just all about bloodlust.

Now specific killers. It's a bit tough, as if assuming all the previous mentioned things would be implicated, stronger killers get only slightly stronger while weaker killers already get pulled up heavily. But some changes need to be applied nonetheless:

Trapper shouldnt have to wander off to gather traps at the start of the game, because the bigger the map, the more time it takes just gathering traps. This would essentially buff Trapper enough in my opinion, as he is otherwise quite balanced.

Wraith is a tough one, he is just an m1 killer and besides speed while cloaked, he doesnt really have too much going for himself. At best, I think his base movement and action speed might need a bit of a buff, but that would require his uncloak to be slightly slowed more. Making him the fastest base killer in the game.

Hillbilly would with the first thing mentioned initially be slightly nerfed, but his addons would need buffing ofcourse. Speed limiter should remove the collision stun entirely, except when breaking pallets(considering Lunge got buffed) while also increasing the movementspeed with the chainsaw, making it very viable for large maps. Other additions obviously would require hinderance and mangled, but overall his addons would need to change accordingly overall.

Nurse, I think would be just as fine with these changes. Perhaps Blink range based on map size, which would make nurse easier to control on small maps, but increases her map pressure on large maps. Essentially increasing her skill cap the larger the map is.

Myers, might need a bigger stalk range on bigger maps, but I think that again he would do just fine.

Hag is fine as she is.

Doctor would be a tough one too. It would be easy to say to increase his terror radius on larger maps to increase his ability, but that would also warn survivors of him incoming a lot earlier. Personally, I think the best change you can make to him is adding the ability to shock gens themselves, similarly to the plague, but instead of infecting people, it would just start regressing the generator and would statically charge people, causing a shock if they come in contact with other people. Sure, its a bit complicated, but doctor is simply a complicated killer.

Huntress is kinda fine as she is. The only thing I would change is the speed of her hatchets based on distance. The further they go, the faster they get. Iridescent hatchets are obviously slightly nerfed, but 1 more hatchet at the start of the match while using that addon should easily balance that out.

Bubba, now, he is already one I thought out for quite some time: Bubba needs a slightly bigger slow while revving, even dealing less damage than billy, but a MASSIVE(not Billy massive, but faster than Sprintburst massive) speedboost while running forwards, to the point of even keeping up with the speedboost that survivors get when being hit. Also recieving a few more swings, so that if the oppertunity is there, bubba could hit a survivor 3 times in a row. This should work amazingly with the breakable walls I described earlier, as you can rev up behind a wall and essentially scare the sit out of a survivor, giving them little time to adjust their plans and at least hitting them twice before they run off. Leaving them with a mangled and hinderance debuff. Speedlimiter could have the same effect as Billy, but the application would be different. Making an actual difference between similar addons, and making an actual difference between 2 relatively similar killers.

Freddy would be fine as he is.

Piggy, also tough one. Her charge would be very strong with the breakable walls, but her reverse beartraps are simply just a weird form of mending. I feel like the timer on the reverse beartraps should trigger whenever you try to take it off(so that the masks are useful for pressure even after all gens are done) and increase in speed if you fail. Right now, its actually possible on the biggest of maps, with the timer addon that increases speed, letting the survivor heal up and still have 10 seconds left on the clock. Having the speed increase, or each fail affect the reverse beartraps by removing some seconds would at least increase the pressure for a survivor to do what you want him to do: be busy with removing the trap. To a point where if they get distracted by anything else, they actually have a massive chance to die.

Clown, oh, maybe the toughest one of all. I'm not gonna even suggest anything here, perhaps he would end up being just allright like Freddy and Hag. Maybe increasing the speed of his flask, just like huntress hatchets, but other than that, I cant even think of something.

Spirit seems to be fine as she is. Especially considering that she keeps bloodlust while in spirit form, meaning she could break the breakable wall while in spirit form. Probably the scariest killer of all in that case.

Legion, well, I feel like he still should apply mending, however, it should go down even while someone is healing, perhaps at a slowed down rate, but it should go down. Meaning that if someone was too late, they would lose up to 3 healthstages instead of just 1.

Plague gives a broken status, which would be the equivalent of losing 2 healthstages if someone is healthy, allowing her to infect someone and instantly search someone else. Making her stronger without having to change her too much. The only alteration that if someone cleanses themselves, they dont reach the full health stage.

Ghostface is fine. Any killer giving the exposed status by default is fine.

I think Demogorgon would by design end up being the weakest killer. But since basic attack perks would apply to the m2 too, I think he would be fine regardless.

Oni's only real change should be that the person who last charged him and the person who charged him the most should recieve the exposed status which could end up not being much of a difference, but in the rare case they did heal up, at least you have 2 people that can be fully instadowned. Since Oni hits multiple times too, he technically could still hit a survivor twice anyway, effectively downing them. Oni will need some buffs in his addons to compensate however, and probably having a bigger area of impact, essentially giving him a bigger club.

Deathslinger is a bit too new to really apply any changes to. I think in his current state(which will probably be nerfed) would be fine. If we take the wall breaking a bit further, we might even count projectiles to be working through those walls if the killer has bloodlust, making all projectile users even stronger as you dont see where they are shooting from.

Perktime: Im only going to really apply the lowest tiers and obsession perks(because making everyone the obsession after closing the hatch can be quite a bad thing), as the majority of decent to strong perks will either remain strong or get slightly weaker.

Save The Best For Last: I think a balanced change to this would be to no longer lose any stacks once the exit gates are powered, that way, the end game could actually be terrifying. The only real downside is that if you close the hatch, you no longer gain any stacks either. But realistically, that would only be a downside if you only have 0-2 tokens.

Monstrous Shrine: I think this perk needs an overhaul in how it works. I think that it should become an obsession perk and those who are hooked could recieve massively faster entity progression(Starting at 0%), obsessions are fully inable to unhook themselves(not even Deliverance) in the basement and everytime a killer hooks an obsession there, would recieve 1 token(up to 8). Those tokens would increase entity progression in the basement by 25%. This means that it's in the survivor's best interest to stay the hell away from the basement at all costs, especially if they are the obsession. I also have 2 survivor perks that should give survivors a reason to go to the basement instead, especially unhooking someone. Making the basement much more than a place to just camp people.

Play With Your Food will practically remain unchanged and actually be easier to pull off with multiple obsessions.

Dead Man's Switch already only really works when there are generators, meaning that hatch closement will not affect this perk in any way.

Nemesis, would technically be slightly nerfed when closing the hatch, but you do recieve up to 3 obsessions at once if the obsession escapes with the hatch, causing them to be oblivious for 60 seconds and you see where everyone is for 4 seconds. And if the final survivor is not the obsession, you close the hatch and be able to see their aura for 4 seconds, while they become oblivious. So I think overall, Nemesis would remain just fine.

I already gave a statement for Rancor, it would IMO be the best counter to key usage. Perhaps the only way to counter it more, is to reveal the aura of the hatch when someone with a key is close to it.

Remember Me should only remove the obsession not being affected, which I never really understood anyway. If you hit the obsession 3 times and mori them, you'd be in the same situation otherwise. Especially since Wake Up! is a realistic counter to it anyway. Wake up might need a small buff, just like all Quentin perks need buffing, but the existance of Wake Up is to counter Remember Me.

Dark Devotion would be fine as it is.

Dying Light needs alteration anyway, as you're giving the obsession a massive buff without recieving a gain yourself. You'd literally need to hook everyone only twice and have the obsession switch once to get the best out of it. I feel like the obsession should recieve a reduced action speed of 11% for every full sacrifice you make, and the penalty remaining if the obsession does get sacrificed. Meaning its in your best interest to hook as many people as possible, even gladly taking that Decisive Strike to recieve even more potential stacks and then sacrifice the obsession.

Furtive Chase could be fine, altho I personally feel like the Terror Radius should increase during a chase, rather than decrease. That way, you can have a massive Terror Radius while chasing someone, which could scare off people off generators because they think you've stopped chasing someone and are walking towards the generator instead. This would work amazingly with Dark Devotion and on Doctor, especially in combination with Monitor and Abuse. Perhaps that might be making Doctor a bit too strong, as if you add Distressing and Calm add-ons, you'd have a map wide Static Shock, but nerfing can be done after buffing.

I think that covers all obsession perks, I'm not gonna cover the addons as this post is already extremely strong. So on to the simply terrible and mediocre perks:

Fire Up: This is pretty much a fairly decent perk at best, but since it loses some functionality when the final generator is fixed, it should add 3 stacks for the final gen, as there are a total of 7 gens in the game. Making the end game speed buff change from 20% to everything, to 28% of everything. Perhaps they should even increase the % from 4% to 5%, meaning you'd have at most a 35% increased pallet breaking, vault, dropping and picking up speed once all gens are done. This again, makes the endgame a lot more dangerous. Which makes sense, as the killer should become more dangerous if you've powered the escape gates.

Beast Of Prey should at the very least remove the red stain as soon as you start a chase. Perhaps even giving a 1 second aura reading every 4 seconds once Bloodlust activates. If that's too strong, adding the requirement of the survivor to be injured.

Overwhelming Presence would work okay if Furtive Chase actually increases the TR rather than decreasing it. Especially since toolboxes are consumed faster. The only change I could add is actually basing the consumption rate on the rarity of the item, making rarer items be consumed even faster.

Zanshin Tactics could easily reduce the 30 second cooldown to 10 seconds, but even after all changes, it's simply a very situational perk.

Predator should make a killer move 15% faster while they are walking on the scratch marks while not in a chase, also making scratchmarks brighter.

Mindbreaker is a tough one, I feel like it should remove the ability of great skillchecks as a whole in the first place and instead of causing exhaustion, it should reduce repair speeds significantly while in the terror radius of the killer.

Now, all hex perks as a whole, I feel like they should be slightly randomized a bit more. Perhaps even hiding one randomly in a chest. So that people are forced to open chests to cleanse all totems. Maybe adding some phantom totems that only appear when a nearby generator is fixed or when a flashlight has been shined on it. Even making some of those area's trappable or at least making Thrill of the Hunt making totems overall darker.

Insidious should last 3 seconds after you stood still, there is not much else to do about insidious. But that way you can at least keep your distance from a hook without revealing you are there once you start moving.

Cruel Limits should apply to the Killer's Terror Radius instead of the generators. That way, if you chase someone and a gen is fixed, they really screw over the person who is being chased.

Territorial Imperative should simply remove it's cooldown and increase the aura reading time to 5 seconds, it should be fine with other changes.

Bloodhound should actually leave a trail of movement that is visible from a long distance. Like a quest trail, but in red. Basically similarly to what Oni has, but in regular perk form. Making it absolutely useless on Oni, but that's fine, not all perks work with everyone.

Unrelenting should increase the cooldown to at least 40%, making it at least an actual good perk for less experienced killers.

Mad Grit should actually give the killer a speedbonus when they drop a survivor to chase someone else, in addition of not just only pausing the wiggle timer, but actually fully stopping the ability of wiggling as a whole for 4 seconds(this makes sense with the survivor post).

Iron Grasp would have the same effect, but have more impact as wiggling as a whole would change.

Iron Maiden should let survivors audibly whimper when a killer is nearby.

Overcharge should have an even smaller skillcheck, as the current one simply is ridiculously large. The punishment for missing it isnt that large either, so giving it a relatively easy skill check is simply ridiculous.

Any other mediocre perks I didnt include should be fine with other changes or are perks for beginners, so im not gonna add them in here.

Now keep in mind that all this is in fact my opinion, but they are changes I want to see because it actually makes the game a bit more terrifying to play and gives a ton more creative options in gameplay styles, other than to be forced to run sloppy butcher to stall a bit of time.

Comments

  • Dr_doom_j2
    Dr_doom_j2 Member Posts: 869

    This is amazing that you went this in depth and I intend to read most of it.. but honestly, you should post this somewhere where it would look more appealing to read through, or post a YouTube style rant with this being your script.... It is just soooo long that many people, including I'm sure the devs and mod's, wouldn't even bother looking at it too long. Just a friendly opinion.

  • Predated
    Predated Member Posts: 2,976

    I understand it, which is why I started off with a long post. Personally, I think that killers mains alone would like to see that even survivors are sick and tired of the state of the game. This is essentially just to see if anyone who does interact with it agrees with it and raises attention. If it raises enough attention, I'd formulate it somewhere else too and perhaps mods and devs alone would want to see it through the attention it raises. I could have posted this on Reddit too, but lets be honest, Reddit probably gets ignored a lot more by the development team than here.

  • xGodSendDeath
    xGodSendDeath Member Posts: 716
  • emptyCups
    emptyCups Member Posts: 1,262

    This text wall is absolutely awful to try and read on mobile.

    But I see you made a grand effort to express yourself so I'll support and congratulate that.

  • Predated
    Predated Member Posts: 2,976

    thanks for that, if you ever end up having some spare time and are on pc, please take some time reading it through. Its just to give dev's some incentive to change the game in a way where killers are absolutely terrifying to face again.

  • XRuecian
    XRuecian Member Posts: 118
    edited March 2020

    @Predated

    I read about half of it and i feel like i get the general idea of what you are going for. The game definitely has a lot of balance problems, and the reason they can't simply fix one problem is because it will likely cause a worse inbalancing in some other area. For example, if they simply slow down generators right now, it will make the already strong killers way too strong. If they buff nurse so that the average player could handle her, then the pros would just completely be unstoppable and unfair (if they aren't already) on her.

    If the devs actually said they want to bring solo survivors information a little more on par with SWFs, but then buff killers around that, and the devs ACTUALLY do that correctly, that sounds exactly like what this game could use. The biggest problem with balancing right now is that the better killers are too strong against solo/average players, and the weaker killers are completely useless against top tier players. By bringing everything more in line and closer together, the entire game would be easier to balance.

    Killers are supposed to be scary, and if the survivors want to survive, they should have to actually try. If a survivor has time to stop and teabag after dropping a pallet, or time to stop and selfheal right in your face, then the devs have clearly made a mistake in making that pallet too powerful. If a survivor is going to STOP and taunt you, that should cost them. So first up on my list of bringing low skilled players and high skilled players a little more close together, is to fix some of the broken overpowered loops that only the high skilled players abuse. Hopefully breakable walls can be placed intelligently on some of these places to make them a little more bearable and less abusable.

    Second on my list would be to bring every single perk up to a similar power level. There are a few perks that are just clear winners and you have to use them, while so many others have little to no use at all or are just weaker harder to use versions of other perks. I would really like to see EVERY perk be useful and powerful so that you can do all kinds of interesting things by mixing them together.

    Third would be fixing totems. Some of the spawn locations are like a joke. I had a game today where i loaded in, and then my hex totem broke, within 5 seconds. The survivors literally spawned on top of it. How is that acceptable? The survivors have perks and maps to help them find totems, they should have to use those perks or maps, not just have totems sitting right out in front of their face on top of the hill for everyone to see. That being said, there are a couple of totem locations that might be too strong even. Not many, but there are those games where some totem is tucked away in a place where nobody would ever ever find it even with Small Game. They need to make every totem location well hidden, but not completely impossible to find either. This makes hex perks TOO unreliable. If they can find a way to make all of the totems equally hidden, it would make hex perks more reliable, meaning the devs could balance the power of these perks much more easily. Another problem is that good players can simply just remember where all the possible totem locations are anyways, making them even less reliable at higher ranks. Perhaps your hex perk shouldn't occupy any of the dull totems until like 60-120 seconds into the game, so at least it has a chance to do something in every game.


    Anyways, i agree with what you say about Mori's. They are generally just unfun all around, so maybe they should be removed, or if they do want to keep a mori, it should only be useable on the last survivor.

    As for adding more healthstates to the survivor, thats a big change. Would throw the entire game into chaos and require a ton of tweaking to finally get everything balanced again. Would make some of the more M1 based killers feel like they have an even harder time. Technically they have already added more healthstates to the game via debuffs. The mangled/broken/deepwounds debuff is basically a psuedo-third healthstate.

    As for your Legion change, i think that is more of a change to Deep Wounds in general, which is exactly what i think they should do. Deep Wounds is like a joke debuff right now. I actually forgot i was in deep wounds today and started working on a gen. I noticed at like 3-4 seconds remaining that i was about to die, and i just stopped and healed it up, no real danger at all. Why does it completely stop working while you are running? How does that make any sense at all? It should only pause while running If you are in a chase.

    I agree with your trapper changes, but i think they also need to normalize how many traps are on the map as well. Your bag addon should allow you to start with/hold more traps, not actually add more traps to the map. All maps should have like 8 or 9 available traps by default. They also need to fix traps moving after survivors step on them. Being able to reset a trap without picking it up is half useless when the trap moves to a completely worthless location after a survivor steps on it.

    As for clown, i think they should find a way to keep his identity as a mindgame killer. He should use his bottles to set up loops into his favor. The main problem with clown is that his cloud isn't punishing enough. I don't think it necessarily needs to slow down survivors more than it already does, but they could make it take away more of their senses to help you mindgame them. Perhaps it should blur their vision/hide your red stain a little more than it already does, and also deafen them so that they can't just hear you coming as easily and have a harder time winning the mindgame. Or they could make it work similar to plague's infection or doctors madness system. Where you keep hitting them with bottles and increasing their drugged state, and each state is worse than the previous, like madness from the doctor. And it just deteriorates over time after not being hit by a bottle/gas for a while. Maybe in stage 1, they just get some blurred vision. Maybe in stage 2 they get a little more blurred vision and cant see your red stain anymore. Maybe in stage 3 they become hindered or slightly have problems running in a straight line (similar to how you get moved when carrying a struggling survivor.)

    But, i think in the end everyone basically agrees, there are a lot of changes in a lot of different areas that people feel are needed.

    Post edited by XRuecian on
  • emptyCups
    emptyCups Member Posts: 1,262

    I've been playing since ps4 release and I've argued alot in the forums. I'll give you my experience

    My first seasons of play were as a survivor main with friends. When we first started we mostly survived.


    We instantly recognized that mistakes got us killed and had little idea how to come back from that. Killers scared us deeply... but hiding was 90% effective.


    To this day we mostly escape however we no longer make mistakes. I haven't blown a gen in at least 2 years.


    We perfectly stay out of sight ranges rotate and communicate and coordinate perks and even 1 v 1 with all these second chance perks can outmatch the killer enough that they have tunnel or camp to get one of us and everyone else escapes.


    As killer I used to dominate as nurse. I love gas masks and poison stuff in games and picked her purely on cosmetic didnt even touch another killer until she was lvl 50.

    But... Players escaped if I made mistakes. And it was clear that I missed an attack or over blinked or lost sight of my 3 gens.


    My opinion is that the game has lost sight of its vibe. Its balanced like a game rather then an experience and that killers objective needs to be completely reworked along with matchmaking to get me to play again...


    These aura reading perks so you never have to hunt them down kills this game as much as the scooby doo chases and second chance perks.

    Survivors should not be able to lead an immortal killing machine around a car more then once...


    Rebalancing is a bandaid and giving more heathstates only puts more power into survivors hands no matter how much you buff killers in response.


    Killers like myself are leaving this game in droves and the problem that has to be fixed TODAY is killer objective. As killer what am I suppose to do to win...

    is a question DBD refuses to be honest about. To me anything less then a 4k is a loss.

    For balance it's set to let survivors escape more often then not.


    Emblems and pips and rank penalize killing too soon or too effectively so even if I steamroll a team I can still get less points then them and still only safety pip or not get a trophy.


    If 2k 2E is the goal. When I get my second kill end the match and take us to the endgame screen.

  • emptyCups
    emptyCups Member Posts: 1,262

    Survivors have way to much power over the game. And almost everything a killer does a survivor at base can counter with teamwork alone.

    However noone wants to admit mistakes drive the game.

    If survivors play perfectly nothing can stop a SWF NOTHING.

    Survivors only only have 105 seconds of obj each to escape and win. (Gens+gate)

    For a killer to have a perfect 12 hook game that means 35 seconds to find-chase-hit-down-hook

    Repeat 12 times no mistakes no going over ur time.

    If a survivor makes a 15 second mistake the other 3 just take 5 seconds upon themselves. The killers 5 second mistake of letting someone drop a pallet on him is shared with noone.


    To give killers extra exposed powers and then give survivors another heath state... ur just mudding the issue. Every power you give survivors is times 4. And not every killer will handle extra long chases well... at all.

    I agree with making alot of the changes you said like making lunges more powerful in response and breaking strong loops..

    But you can only take away mori if you completely disable the hatch from spawning at all. You can give keys a rework to work with exit gate in response


    Currently I sit at a gen and repair while a killer sits on the other side and kicks it as a survivor I will beat him and repair faster then he can regress...

  • XRuecian
    XRuecian Member Posts: 118
    edited March 2020

    I don't think balancing the game around an average of 2k 2E is a bad idea. It should mean that a killer playing against a team of very similar skill level with himself should on average get 2 kills, more if he plays well and the survivors make mistakes, or less if they play well and he makes mistakes. The problem is that the game isn't being balanced around 2k 2e at all it feels like. They just keep adding more and more second chance perks, refuse to fix unfair loops, where a survivor can just walk around a box and teabag you because he knows your not a threat.

    The fact that they have time to teabag you at all is proof that they don't need to play at full capacity to escape. They had extra time to spare, extra time to taunt you. It is clearly much more in favor of survivors (once they really learn how to play).

    It feels like when they first made this game, and tested it, it probably felt balanced. Nobody really knew where all the super perfect loops were yet, nobody knew how to exploit the fact that survivors can hug walls way way closer than killers... So, for a while, they kept buffing things for survivors. But eventually people learned how to play survivor, and once the full potential of theirs was unlocked, it never was fixed to be the way was originally intended. A lot of games when i play killer, i feel like i am the one who is trying to survive while 4 people beat me to death with flashlights and pallets, while teabagging and pointing.

    Instead of pushing the game into that direction: Where the killer is supposed to be scary and you should want to stay away from him; they chose to instead give survivors tools to fight back, rather than hide. They might as well start giving survivors baseball bats at this point. They encourage them to get in your face and get chased, rather than hide and survive.

    In my opinion, survivors should only be allowed to run around in a chase for so long. If they don't find a way to evade you and hide eventually, they should just die. The fact that you lose bloodlust everytime you get hit with a pallet or choose to willingly break it, when instead they should get diminishing returns for stunning you over and over in a single chase.

    The bloodlust system is the key reason why the game has become broken and it is the key to fixing it. Bloodlust should not end so haphazardly the way it does now. The survivor can basically just walk behind a tree for 1 second and suddenly you lose bloodlust? You can basically be right on their heels, smelling their breath, but if they just happen to be running around a haystack, you wont get bloodlust because there is no perfect line of sight? Have any of you EVER reached bloodlust tier 2? It's like a myth. The only time bloodlust actually activates is when a survivor is running in a straight line away from you: The survivor that you dont even need it for. When you finally DO get bloodlust and then a pallet gets dropped, you have to lose your bloodlust to break the pallet? Sure, let me lose bloodlust, but i should be able to break that pallet way way faster in exchange.

  • emptyCups
    emptyCups Member Posts: 1,262

    All these changes and reworks you have to have in mind...

    how will players accually play because to me if survivors have another heath state I'm camping because my ability to find them and down them again are low compared to ensuring my kill by standing over them.

    And everyone hates camping. Everyone hates tunneling but wont admit that eliminating players on a team is the only way to play in a asymmetrical game effectively.


    Survivors frustrations with the game including my own is the killers role to eliminate play. Being slugged is minutes on the ground waiting to die.

    Being hooked is once again sitting and waiting and being killed early on is... waiting for the next match and since I'm always SWF it means waiting for the current match to end THEN waiting for a new match.


    And that waiting is how I became a killer main. That time in the fog has warped me... made me impatient for blood. And with so few killers on ps4 que times are 15 20 minutes some nights. To play at all I have to play the instant que killer role. But it's so frustrating to see all the strategies I made used against me. To see how weak and helpless killers are

    when a single survivor perk can break the killers grasp, stun the killer, and instantly heal me a heathstate while giving me the time gain 10 seconds of distance and hide.


    Make the pig traps start the match where everyone has them on already with the clock ticking.

    Once your madness is maxed you must seek treatment.

    Legion should be able to use survivor perks.

    The clowns gas should be just as deadly as plagues vomit


    DBD 2

    This game should be terrifying to survivors not a joke.

    The only way to do this is to shift the games focus away from death to torture.

    Incentives to keep players alive and hit and hooked and stabbed

    While making survivors goal of escapes the last thing on there minds. A secondary objective.

    So camping and tunneling and slugging aren't the gameplay. Lore supports this.


    But the entity should be the one killing and removing players from matches while the killers are extending the trail and driving them crazy