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New Item Idea: Rusty Old Shotgun

I've had this item idea for a while. Super hilarious item that can lead to some really funny moments.

Rusty Old Shotgun:

Has 1 shot by default. Can be shot to stun a killer and get a save while the killer is carrying another survivor (also putting the survivor that was being carried into deep wounds) with a range approximately equivalent to a flashlight. Shotgun shots have a 50% chance of backfiring and damaging the survivor firing it for 1 heath state instead of stunning the killer. Survivors don't get a speed boost when the shotgun backfires and their audio gets deafened like with the hag's disfigured ear add-on.

Add-On Ideas:

Extra shell. Adds 1 additional shot to the shotgun. 5 second reload time.

Speed loader. Increases reload time.

Flashbang powder. Blinds the killer upon successful shotgun stun. Killer must be facing the shotgun user to be blinded (similar to flashlight blinds).

Long barrel. Increases shotgun range.

[Absolutely no add-ons that increase the chance of a successful shot]

It would be interesting to see survivors make high-risk, high-reward decisions that would come with this item (especially if they're injured and have to decide whether they want to risk the save attempt). It would be especially hilarious if a healthy survivor has 2 shells and attempts and fails both shots while the killer is carrying someone to a hook. Easy down.

By the way, I'm a killer main and I'd be completely fine with this item in the game. With the risks involved, I don't think it's problematic.

Comments

  • MusicNerd_TC
    MusicNerd_TC Member Posts: 3,099

    I don't even care if it would be OP, I always wanted a shotgun as survivor, I could shoot spirit >:)

  • Thund3rstruck57
    Thund3rstruck57 Member Posts: 306

    @2ndBusiestmusicnerd You probably wouldn't want to shoot the Spirit if she's standing still because she could be phasing and you can't stun the husk the Spirit leaves behind. That would make your coin flip decision to shoot even more risky because it could all be for nothing. It would only work if she was mind-gaming by standing still and you won the coin toss. Still though, it would be funny to successfully call the Spirit's mind-game like that.

  • Thund3rstruck57
    Thund3rstruck57 Member Posts: 306

    Anyone have any constructive feedback on this item? I'd love to discuss the possible merits, drawbacks, and funny situations that could happen.

  • Pawcelot
    Pawcelot Member Posts: 985

    You'll have to understand that the power to stun the killer on demand for a lengthy amount of time is extremely strong, right? Like, strong-strong. Still, I am going to entertain the idea.

    First things first, that chance to hurting yourself needs to go away. Its like giving the Keys a chance to break in the lock of the Hatch, effectively robbing you of your escape.

    And before I start giving more ideas, I see the shotgun as a more rugged and makeshift version of a single-shot shotgun.

    The Rusty Old Shotgun is an item that let Survivors fight back by firing a shotgun blast at the Killer. The shotgun breaks after firing, vanishing from the survivor's inventory so it cannot be taken to next game. The shotgun cannot be fired "from the hip" and requires the survivor to take aim. The survivor is unable to turn more than 45 degrees while aiming.

    Add-on ideas;

    Very Rare - The shotgun is now using a slug as ammo which gives it a slightly increased range and stuns the Killer on successful hit a bit longer.

    Very Rare - The shotgun's barrel has been cut-off. Reduces the range but also reduces the time necessary to take aim. Changes model.

    Ultra Rare - The shotgun have two barrels and can therefore be fired twice in a trial. Firing the shotgun twice will break it. Changes model.


    And as a disclaimer. I do not believe this item should exist in DbD.

  • Milo
    Milo Member Posts: 7,384

    It would be especially hilarious if a healthy survivor has 2 shells and attempts and fails both shots while the killer is carrying someone to a hook.

    That would be annoying (as a survivor).

    This shouldn't exist at all. Flipping a coin on reducing killer's snowball to increasing it shouldn't be in hands of a survivor decided by a flip of the coin.

  • Raptorrotas
    Raptorrotas Member Posts: 3,346
    edited September 2020

    A stun on demand is strong, especially if it becomes useable twice by addons. Compared to flashlights or partystarters, you dont have to aim at the face.

    Im not saying it couldnt be done in dbd, afterall it exists as flaregun in IdV, but this is a really balance tilting addition to the game. This would probably need as many, or even more killer buffs to compensate than the solo-swf gap closing.

    Now the chance to injure yourself is a no-go, thats too detrimental, it rather should be clunky to use than a coin toss, i heard survivors dislike those. Using it should slow down harshly (nurse fatigue or hb bumb) or immobilise sirvivors while aiming.

  • APoipleTurtle
    APoipleTurtle Member Posts: 1,274
    edited September 2020

    I'm not really a fan of giving the survivors a gun. The stun-on-demand is simply too powerful of a benefit and would likely be extraordinarily easy to abuse. A lot of killers are already frustrated with the insane popularity of the second-chance-perk meta that survivors enjoy. This "Rusty Old Shotgun" would basically do what the flashlight does while also being more reliable for wasting time (since it can cause an actual stun, not just blind killers). I don't think most people would really want to jump into a lobby as killer if 4 survivors with shotguns might be waiting for them.

    Otherwise, the "Backfire" mechanic sounds like it would just be frustrating from the survivor end when this item randomly fails to work. Pig already gets to benefit/suffer greatly from the power of RNG, do we really need a survivor item that does the same?

    I think a better direction for this concept would be to expand upon what the Firecracker/Party Popper items can do and give them a full-fledged item tree in the base game. These items could be changed from being individual firecrackers spent-on-use into boxes of the items with a varied amount of charges (able to be depleted without destroying the item). They could have add-ons affecting AoE, detonation delay, or even changing attributes of their "pop" effect (such as making it a blinding flash, having it leave a Diversion-style scratchmark radius, or even hiding auras within the area for a brief time).

  • Avarice10
    Avarice10 Member Posts: 482
    edited September 2020

    If this item is added to the game, make sure it doesn't do friendly fire, and remove the chance to injure yourself.

    It's not a bad idea, as long as the ammo was limited to 1 shot, it wouldn't be OP, in Friday the 13th survivors could find a shotgun or flaregun to stun Jason, but they could also use it to shoot other survivors killing them instantly, so it really should not have friendly fire or we'd see a lot of griefing. At most the shotgun should have 2 shots, but this should be because of an add on.

    Add ons could be different shell or slug types, which could increase the stun duration, the spread of the shot, or the range, and you can only bring 1 ammo type at a time. Slugs could double the stun time if the survivor lands a head shot. Where as shells could be more forgiving and easier to hit the killer at close range.

    Honestly real shotguns have really good range and would hit killers easily on most maps. a 12 guage shotgun has an effective range of 50 to 100 yards, which is 45 to 91 meters.

  • Thund3rstruck57
    Thund3rstruck57 Member Posts: 306

    You guys bring up as lot of good points. I still think it should have the coin-flip backfire mechanic though. It should be a risk to use since it is so powerful. I imagine that most survivors knowing the risks will have reactions along the line of "aww damn too bad" if it backfires and injures them and "whoo yeah!" if they get a successful stun. I think the 2 most effective uses of this item to limit survivor frustration would be to either attempt a save while you're healthy so you won't go down or to use it when you run into a dead zone and know you're dead anyway so you might as well attempt a stun that could give you time to get to a loop.

    @APoipleTurtle It is worth mentioning though that there are a lot of luck-based mechanics already in the game on both sides. Like a 4% chance to jump off the hook? That's a similar risk to survivors since trying to jump off the hook speeds up the sacrifice process. I'm also totally down to expand firecrackers by putting them in standard bloodwebs, adding several uses by default, and creating add-ons for them.

    @Avarice10 I also agree that it shouldn't cause friendly fire under normal circumstances. If you just shoot at your teammate, it shouldn't damage them since that would just be a way to grief your teammates. However, when you use a shotgun to save a teammate being carried, I included putting the teammate saved into deep wounds for balance reasons. The killer will have a slight advantage to re-down the survivor quickly since their screen will dim and fill with blood, but the saved survivor can't complain either since they would have been otherwise hooked. The flashlight range, while unrealistic, is for balance purposes.

  • JimPickens666
    JimPickens666 Member Posts: 326

    This is why killer needs to be the power role so dumb bullshit like this could be a thing. I remember thinking it would be cool if Steve could use his spiked bat or if Tony Hawk ever really made it into the game he could be able to trap killers with his skateboard. The power balance favors survivor so strongly that Felix's perks are pretty damn exciting by comparison.

    If you went into matches with the odds against you there could be so many more fun things. Right now most things as survivor really come down to pressing a single button

  • Thund3rstruck57
    Thund3rstruck57 Member Posts: 306

    @JimPickens666 Considering this has a 50% chance of benefiting the survivor team and 50% chance of benefiting the killer, I would say this really doesn't affect the overall balance of the game. It levels itself out.

  • JimPickens666
    JimPickens666 Member Posts: 326

    Thats naive, if it was really in the game the optimal way to use it would be when the killer is picking someone up, giving you plenty of time to (heal or get heal or even FTP saved so you can use another shell) or if you're being chased and about to go down anyway, at that point there is no risk.

  • NekoGamerX
    NekoGamerX Member Posts: 5,457

    no thank you when don't need flashlight ds 2.0

  • arcnkd
    arcnkd Member Posts: 446

    1000% in favor to replace Flashlights with this option - because of the 50/50 risk of harming yourself instead of securing an automatic save.

    Otherwise, against purely on the nature that the Bloodweb does not need any more items/add-ons taking up its RNG slots.

  • arcnkd
    arcnkd Member Posts: 446

    Better yet - make them in-game items only. Survivors can only find them in chests and scattered in completely random places on the map like an actual survival horror video game would hide weapons. Remove Flashlights from the Bloodweb/chest; freeing up the RNG slots for other items/offerings/add-ons. Win-Win.

  • Thund3rstruck57
    Thund3rstruck57 Member Posts: 306

    @JimPickens666 I also mentioned those strategies as the optimal ways to use it to minimize survivor frustrations in a reply above. I do like the FTP assist to use 2 shells though. That's pretty creative.

  • Thund3rstruck57
    Thund3rstruck57 Member Posts: 306

    @arcnkd The devs mentioned they were open to adding more items in the game, hence why people are posting their ideas. I seriously doubt they will remove any items that people have spent bloodpoints on (and their add-ons as well). I wouldn't be opposed to making it an in-game item only. The add-ons aren't critical to the overall concept of the item and it would throw an interesting curve-ball into games randomly. That would also prevent a full team with 4 shotguns bringing builds to cater to the shotgun plays. That being said, I'm sure they will eventually rework the bloodweb as they keep adding more items, add-ons, offerings, etc. by doing something like making it larger and reducing global costs, being able to sell unwanted things back for a reduced price, removing perk tiers...

  • arcnkd
    arcnkd Member Posts: 446

    Wishful thinking I guess lol. You have much, much more faith in the Devs' ability to see the folly in the game's grind than I do :P

  • Thund3rstruck57
    Thund3rstruck57 Member Posts: 306

    @arcnkd Well I mean they did update the bloodweb so we could get 2 perks instead of just 1 at lvl 50+. Now they've added more offerings? I'm sure this isn't the final iteration of the bloodweb.