New game mode - Blood feud (please read and comment)
New game mode idea, I would love to hear community feed back on this! I think it could be really fun and i am open to balancing tweaks
Update version 4: added clarification on how killers attacking other killers affects perks
Blood feud - Competitive simultaneous 3v3 survivors and 1v1 killers
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~Overall match rules~
Teams: 2 Killers compete against each other while 2 teams of 3 survivors compete against each other
Maps: Maps are expanded to account for the increased population
Aura reading: Each team/killer has an aura color associated; survivor teams are green and purple, killers are blue and red. Killer instinct, loud noise events, and auras of killers, survivors, generators, exit gate switches, and lit totems are in the color of the team/killer associated with it
Special restrictions: Moris and keys are disabled for this game mode (including perks and abilities that allow the killer to kill a survivor by their own hand. Pyramid head can not use final judgement, but if he picks up tormented survivors that are dead on hook, he moves at regular movement speed which can not be increased by perks)
End game collapse: EGC starts when both teams have opened one of their exit gates, when all team members from one team have exited, or when a killer closes the hatch. End game collapse timer goes down slower the more survivors are left in the match
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~Survivors role~
Scoring: Survivors compete for generator completion, unhooks, and escapes. 50 points per unhook (self unhook doesn't count), 100 points for completed generators, and 150 for escapes. -100 points every time one of your team members is sacrificed. Survivor teams lose 1 point per second for each member of the oposing team that has escaped. Escaped survivors on both teams neutralize point loss.
(Score loss example: If both teams have 2 escaped survivors, neither teams get point loss. If one team has completely escaped, and the other has one escaped survivor, they lose 2 points per second)
Extra perks: Each survivor may bring 5 perks in this game mode
Aura reading: Survivors can see the other teams auras for 6 seconds when they complete a generator
Generator Routing: There are 10 generators total in the match. Each team must route power from 4 generators to their exit gates to power them. It works the same as repairing.
Rerouting: When a generater has been partially routed to the opposition teams exit gates, a member of the other team can reroute it for 5 seconds to begin it's regression. They can continue rerouting it to make it regress at 75% normal repair speed rate. Once the generator becomes neutral, they begin routing the power to their own exit gates at normal speed. Once a generator is fully routed, it can no longer be rerouted
Contested generator: If members of opposing teams attempt to route/reroute the same generator, the rerouting survivors have a 25% route speed penalty. Rerouting skillcheck chance is increased by 1% per second, to a max of 30%.
Exit gates: Each team must route 4 generators to power their 2 designated exit gates. There are 2 exit gates for each team. Exit gates for the same team spawn on opposite sides of the map. (For instance, green teams gates could spawn on the north and south boarders, while purple teams spawn on east and west boarders.) Teams are blocked by the entity from entering the other teams exit area
Light indicators: Lights near an uncompleted generator with routing progress flash in the color of the team that has progress on it. Powered exit gates have a light bar above them glowing with the color of the team they are designated for (teams are unable to tell which 2 exit gates will be theirs until they are powered)
Hatch: The exit hatch spawns when either team has completed 3 of their generators. The exit hatch opens when there is no more than one survivor on each team left. Either or both of the final team members can exit through the hatch, but not at the same time (2 second delay between exits)
Hook mechanics: Survivors do not have a hook state meter. Instead, survivors have a "second wind" timer, which is 60 seconds by default. Once the timer reaches 0, the survivor can attempt to break free repeatedly with no penalty. Survivors can attempt to escape early 3 times on their first hook, but each attempt adds 10 seconds to the 2nd wind timer. 2nd hook may be struggled against to quicken the second wind timer up to 25% faster. Survivors die on their 3rd hook, as usual
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~Killers role~
Scoring: Two killers compete for the most hooks, downs and kills. 50 points for downs, 100 points for hooks, and an additional 150 points for sacrifices. -50 points every time one of your generators is repaired. Killers lose 3 points per second they are within 8 meters of any hooked survivor, with a 10 second delay before the loss of points begins.
Generator mechanics: Each killer has 5 generators they need to protect to avoid loss of points. Each killer can see all generator auras in the color of the designated killer. A killers generators are grouped together, giving each killer half of the map they need to protect. Generator related perks only affect your own generators. Killers can kick the opposing killers regressing generators to halt the regression, which creates a loud noise event for the opposing killer.
Totems: Lit totems will spawn on the side of the map where your generators are.
Aura reading: A killer can see the opposing killers aura for 6 seconds after they hook a survivor.
Contested survivors: When one killer hits a survivor, that survivor is protected from attacks, grabs, pick ups and collision from the other killer for 10 seconds.
Killer conflict: killers can preform basic attacks on the other killer to stun them for 4 seconds (you can not stun them again for 10 seconds.) Stunning the opposing killer can cause them to drop survivors or interrupt generator/pallet/wall breaks and power usage. The attacking killer is stunned for 2 seconds. Special attacks do not stun or affect other killers, but do count for collision (shred, chainsaw attacks, hatchets, afterpiece tonics, vomit, chain shots, demon dash, rush bounces, victor leaps, and ambush dash all collide with the opposing killer.) Traps are not set off by opposing killers. Killers attacking each other with basic attacks are not affected by perks in any way.
Comments
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I was also considering giving killers 5 perks, but wasn't sure if that was too strong. Also, not sure the best way to deter certain toxic behaviors that pop up, such as killers working together, all 6 survivors teaming up, crazy 5-perk combos I'm not thinking of, the killers speed differences, Jeffery Epstein did not kill himself, or killers/survivors following around their opposition just to greif them.
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Updated again. I'm most worried the scoring mechanics being unbalanced. Any thoughts?
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Love the idea seems really thought out I don't have a problem with this I hope it's added in dbd
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Wooo, thanks man. I think it would be pretty tight
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I wonder if the devs would even be interested in a new game mode
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@MandyTalk it says this was moved and closed. Im fine with it being moved but is it really closed?
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Sounds gr8 i love the idea of competing against another Killer. gives me mad Freddy V Jason vibes.
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That's exactly what i was going for! I love the idea of a survivor whos dead on hook being carried and as soon as all hope is lost the other killer comes up and knocks you free, not to save you, but because they want the kill. Then the killers start messing with each other and you escape
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I like the overall idea! Definitely way better than the generic 2 killers vs 8 survs mode.
With these aura readings accessibility/colorblind options are even more needed, but that’s not in your hand obviously.
Do trappers traps don’t affect the other killer though? He can step in his own steps after all.
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Well, for trapper i guess making the killer get stuck and then release themselves makes sense. I just didn't want killers going around popping all the hag or Freddy traps. But if you think about it, killers aren't supposed to hit each other with their abilities and if trapper was the only one that could it would give him a bit of an advantage.
And yeah, BHVR has needed to add color blind options for a while, and this game mode would make it very needed. Good eye!
Thanks for the feedback!
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Update: added clarification on how killers attacking other killers affects perks
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