Nerfing survivors and other ideas
It’s no controversial opinion that dbd has been extremely survivor sided in the past and it’s more apparent now than ever, especially with the clowns newest rework. So here are some of my ideas to even the laying field .
- First I think totems should not be lit up straight away. Hex perks are powerful yes but when it gets cleansed in the first minute of a match, then what’s the point. Let it be a dull totem until a bit into the match.
- generators get done super quickly, it’s infuriating as a killer. One of my solutions is something similar to corrupt, not a perk but a game mechanic. If feel if gens get competed in succession or let it activate when gens reach a certain number like 2 gens left the entity should block off 1 gen or have it naturally happen as gens get done, and after some time the gen is open to repair again. Not all the gens but at least 1 to prevent gen rushing.
- the biggest is survivor perks, no matter what it is, 16 survivor perks against 4 killer perks. SWF are extremely toxic, and a lot of other perks are useless, resulting in a meta of the same exact overpowered perks. here’s how to nerf each of the big ones.
- Dead Hard- this perk is the bane of my existence in matches, the time window is way too generous and hits that should have connected don’t because of it, so my solution is make this either a one time like unbreakable or only once per injured state.
- Borrowed time- I feel this perk should only work if the person who has it is fully healed, taking a hit should cancel the perk until they are healed, this makes planning and strategy for unhooking the key and not just rushing around the hooked survivor, especially during the end game collapse when you havnt killed anyone.
- Adrenaline- this one bugs me because it doesn’t act like it does in real life. Having it bring you from dying to injured is fine, the speed boost is fine, but going from injured to healthy and staying that way is what bugs me. Easy solution is you get the speed boost and you’re healed but only for a short time and then go back to injured afterwards. This eliminates the frustrating aspect of injuring a survivor only for them to basically get the lead on the killer.
- Iron will- easy solution, the longer you’re injured, the more iron will wears off until you’re back to groaning like everyone else or healed.
- Nerfing keys, toolboxes, and medkits. Keys should only open the hatch for open person and have other uses such as opening chests and exit gates faster. Toolboxes and medkits should have less charges.
- OOO- object of obsession is way too toxic of a perk to continue going forward. My solution is simple, anyone running object should be receiving some type of penalty, such as slow gen repair speed, inability to heal others, and getting exposed the more they stare at the killer for some examples, so yes it helps out in knowing where the killer is but for those looping survivors, who can run them around all match, will have a nice trade off and not be so one sided.
There are still a lot of other issues like hit boxes, bugs and toxic gameplay but to me having these things dealt with will make the game better in the long run. I know that nerfing anything gets a lot of hate, especially from survivor mains. I’d love to hear feedback though and see what people think. Thank you for taking the time to read.
Comments
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This game is in fact survivor sided. Before you say i am a killer main, im not. And you won´t find any serious "professional" that would tell you that game is killer sided.
what this game needs is an increased skill cap for killers...things that are hard to learn but you can do to become better at to be able to compete against voicecomms. It does not matter how good you are, the killers skill cap is basically always below the classic SWF efficiency. On the other hand you should be more punished for mistakes as a killer so a bad killer isnt automatically able to beat newbie survivors.
Nerfing/Buffing perks and so on doesnt help at all. Ruin is/was a bandaid for years, and turns this game into a lottery.
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Imo survivors should be punished for doing gens quickly the killers should be given more ways to pressure them
totems are meant to be a risk to use that’s why perks like ruin and devour hope have such strong effects.
bt change means killers can camp easily if they just hit the first guy and go for the unhooked guy
adrenaline rewards the survivor with a powerful effect for doing their objective. Could do without the heal on hook though
Give iron will a timer like lucky break and it’s fine
medkits need a nerf agreed but toolboxes are fine just rework BNP
keys are getting changes we just don’t know when
OoO is just stupid and no amount of changing will fix it
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(Sorry for the wall of text but I spent about an hour doing this so please read it :)) )
I think in theory, this is excellent! I'm going to go through and state my views on each of these myself!
Dead Hard - Nope, no, no, no! Absolutely not!! The amount of times dead hard refuses to proc and I'm instantly downed (not even halfway through my dead hard), and I'm exhausted on the ground, either because of bad killer ping or dedicated servers (I'm on lan, so it ain't me). Additionally, it's too difficult to get back in a chase, unless you're being hard tunneled by the killer and it's a long chase! A lot of people use it to dodge hits only to get smacked down a second after because the killer predicted, when its main use is as a loop extension tool, so even the nerf others have suggested where you lose chase interaction for a few seconds, just doesn't make sense, as it completely negates the reason to ever have the perk as a safety net (which is what most survivor (and killer) perks are meant to be!). In my opinion, all exhaustion perks (maybe except adrenaline), aren't in a state to be altered or reworked or nerfed right now, due to the exhaustion effect of the perk!
Generators - Yeah I have no idea on this one, short of having a pregame EGC where gens are undoable, this would be optimal for setup killers, but also gives chase killers an unfair advantage, as they have this whole portion of time where they can tunnel someone (or just down loads of people if hooks are blocked as well)! Short of the entity blocking the map down the middle to encourage survivors to cleanse totems (unfair to killer) and open chests, and the killer to wait and/or setup, this wouldn't be optimal.
Borrowed Time - BT in essence is an anti-dumping perk, making it a full health rescuer only completely narrows any chance the rescuee will have chance of escape if tunneled afterwards as well. Against instadown killers (or NOED killers in endgame) this becomes even unfair. One of the reasons BT is viable is it guarantees the 1 for 1 scenario, that buys the team more time to finish gens or heal and coordinate a rescue, whilst preventing the previously hooked persons sacrifice!
Iron Will - IW is absolutely balanced, especially against perks like Stridor it becomes ineffective anyway, all counters to IW are complete hard counters, plus, it's a waste of a perk slot, if it wears off like Lucky Break (much like Lucky Break is a waste of a slot outside of a niche build or extreme level teamwork).
Items - Keys deserve a nerf for sure, but blocking the use of one key for multiple people, one, blocks the four person hatch escape achievment, two, means whole SWF lobbies are gonna be bringing keys and or keys effectively become useless, short of blood amber builds and stuff, no one is gonna use them for stuff like chests, maybe exit gates but even that is a stretch, most certainly only in dire consequences. Medkits in and of themselves I think are in a good state and removing charges would in effect make them not worth it, brown medkits are barely one heal by themselves! In their current state either toolboxes aren't in a state to be nerfed after their previous nerf, they give extra gen speed but short of a whole lobby of max charge addon commodious toolboxes, they aren't that powerful (not including BNPs), but you seem them rarely anyway!
Adrenaline - I mostly agree with this! Adrenaline in and of itself is a semi permanent rush, and the bringing down of one health state (after a period of time) I feel makes perfect sense. If it were to operate as: you are injured, adrenaline procs, you are healthy for 30 seconds and receive a 3 second haste boost ( as per usual), oh no, the killer hit you, you are now injured, at the exit gate adrenaline wears off, you go into dying state. In the alternative scenario you aren't injured, you would just go back to injured state after your healthy 30 secs.
Object - This perk is a double edged sword, which most survivors end up impaling themselves on. This perk in and of itself can be a complete counter to killers like trapper depending on the effectiveness of the OoO user. But it generally results in hard tunneling and face camping, especially due to its usual use to be toxic. Yesterday someone with object waved me over whenever I looked at them at the same time and tea bagged and flashy clicked the whole time I was anywhere near them, I ended up ignoring them for most of that match (and got a 4k), but unfortunate to say this is a common occurrence! In my opinion I don't think OoO is a fair perk and should have some heavily based condition, like the killer is looking in your direction as well. I have absolutely no idea though, even as survivor I find this perk more of a hindrance to the team than a help, as the user is usually tunneled all match and attempts to save usually result in needless sacrifice.
I didn't go into this reply expecting to argue against so much of what you said so I'm sorry for that, but, this is my personal opinion on these things!
Thanks for reading have a nice day!
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Ummm. Played 5 games in a row and got rolled by the killer. How many matches do all 4 survive? 3, 2, 1. I disagree, the game skews to the killer.
- big reveal, survivors have no idea who the killer is. Sometimes this can go thru the first hook/encounter.
- scratches, bbq, bitter, b warden, discordance, fright, ears, spies, bounty of reveal perk. Survivor have lockers which are loud as the only real counter to some detection
- stealth abilities counter most of the survivors reveal perks.
- high mobility/ warp killers can easily patrol generators, hooks, gates, especially near end game.
- survivors, one bad one can ruin it.
I don’t see many games the killer just getting completely out played unless they are newer, not perked and hexed to the gourd.
hate to say in on these boo hoo killer threads, get Gud... there’s plenty of OP killer builds that aren’t hard. Play against a perked out and hexed Ghostface.
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Git gud
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Although I can see what you saying (which I agree with coming from a survivor main) some of your suggestions aren't fair, so here is what I would do.
Generator Speeds: there is too ways to fix this, make Corrupt intervention base kit or offer a secondary NESSACARY objective thats needed in order to escape.
Survivor Perks: I can agree survivor perks need to be changed. Dead Hard i can agree needs a bit changing but a one time use is terrible and would kill the perk ( you don't want to nerf a perk into the ground to make it useless you want to nerf it slightly in order to be usable but not overpowered) so my change for dead hard would be to put it on a token system. Make Dead Hard have 3 tokens and once they are used its deactivated and you permanently have the exhaustion status effect.
Borrowed time is fine and doesn't need to be changed. Its literally the one perk tha helps with camping and is countered by stealth killers. It's fine.
Adrenaline is fine as it rewards survivor for doing there objectives. Its also countered by NOED.
Iron Will is fine and doesn't need to be changed. Most killers from what I can see don't have a problem with it. And if you're worried about tracking and finding survivor, there are a multitude of killer perks, add-ons and abilities that help with that.
Object of obsession- i can agree this perk needs to be changed as it gives way too much information to survivors. Here is how I would change it. If you enter the killers terror radius you see their aura for 3 seconds and if you leave the killers terror radius they see your aura for 3 seconds. Also make it work if your only the obsession.
Items- keys i can understand needs to be changed but toolboxes and medkits as well as their addon have been nerfed to have less charges. They don't need to be nerfed further.
There is my input on your post.
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The problem with these changes you propose is that the game is only survivor sided when facing a team of 3-4 players with voice comms. As the level of organisation they get when they have constant knowledge of where the killer is and where to lead them in a chase can be staggering and unbeatable.
Solo survivor is already harder than it needs to be and these changes would make it even worse. And the majority of players (according to stats released) are solo by far. This would either drive more players to SWF (thus nullyfying any changes and making it harder for you) or get them to stop playing outright.
I'm at the end of my rope as a solo player myself.
In regards to your perk changes -
Borrowed Time is in a fine spot. It's been nerfed significantly several times over the years, in the past it was the embodiment of "get out of jail free" now if a killer is actually hard camping it pretty much just forces a hook trade.
Adrenaline is a good perk and I'd even say its healthy for the game. It rewards players for playing their objective.
Iron Will is a glass cannon perk, make normal breathing play while injured or lower the reduction and you'll kill it thus making the meta even stricter. You'd also see less stealth builds and more looping focused builds.
OoO agree with you that something should change
Dead Hard is an incredibly strong perk in the right hands but it has some tells; survivor looking back at you constantly? They turn to you while chasing? They have Dead Hard. Wait it out and punish them or herd them to an area with no remaining pallets or a dead zone.
On to items -
Keys are a problem right now but we should wait to see what they have in store.
Toolboxes have been nerfed to a pretty staggering degree already in the last year or so so I don't think they need any further changes.
Medkits are fine too outside of the Stypic Agent essentially being pre-nerf Mettle of Man with even less requirements. And healing speed was nerfed a while back anyway. There's also a ton of way the killer can extend healing through perks and add ons.
Post edited by Mandy on0