My current list of things that need attention.
1) The game needs to rid itself of this ridiculous notion that the Survivors can decide to "work together, or not"..... that nonsense promotes toxic gameplay. This game DEPENDS on the Survivors working together to escape the horror of a serial killer chasing them. We need to promote UNITY among Survivors, TEAMWORK gameplay... which will create a more action oriented environment (survivors being expected to take protection hits, sacrificing yourself if you haven't been hooked yet, etc...) This will open up a lot of possibilities in regards to new features. We could add new items for the Survivors if they work together, etc. For example, quickly off the top of my head. A new item : Chain Trap. A survivor could equip this item or perk, and be given -1- chain, where they can attach it to the ground in one spot, and then crouch 5~ tiles away while holding the chain to create tension. If the Killer walks over the chain trap while the Survivor has the trap activated, the Killer is stunned and the chain breaks. It could be a way for one Survivor teammate to help another teammate who may be being tunneled, or is on death hook, etc. That's just 30 seconds of thinking, I'm sure paid salary employees can come up with cool new items when the game takes a new direction of promoting FOUR SURVIVORS WORKING TOGETHER to survive the killing field. I am fed up with EVERY SINGLE GAME comes down to 2 final survivors, and then turning into "hide until the other survivor dies first" to take your chances with the hatch.
2) The different statistics should NOT be capped. In fact, none of the stats should be capped. Why is Boldness capped at 8,000 points? This makes no sense. If someone spends all game being tunneled, and running, you cap their points at 8,000? And through no fault of their own, they COULD have had maybe, 16,000 points worth of Boldness. You can't say "Go do a gen" when the killer is choosing to tunnel/chase you. If someone wants to run a Survivor Generator build, and they do 4 gens for the team, why should they only get credit for 8,000 worth of it. Again, this limits playstyles and unfairly robs players of their achievements if they do too much of one thing. The entire points screen needs an overhaul too. On one screen you call an emblem "Lightbringer" and then on another, the same category is called something else.
3) The AFK timer to spawn crows should pause when Survivor enters Killer terror radius. This is specifically to give Survivors more of a chance to do Generators when only one or two survivors are left. A Survivor can try a Generator, sees the Killer coming and runs in a Locker or crouches behind a rock, the Killer comes, and now knows the Survivor is nearby.... so Killer starts to patrol the area looking.... and Survivor has NO CHOICE but to stay still. Except.. AFK Crow triggers because Killer camped the area looking for the Survivor. This is stupid. Right now, Survivors simply give up and wait for the other one to die and then look for hatch. What We want, is to encourage pro-active playstyle from Survivors. More tense cat and mouse situations.
4) Saboteur perk should not trigger a cooldown just for attempting it. The cooldown should only trigger for a successful Sabotage. This opens up some more action oriented feedback between Survivor / Killer, where the Survivor can attempt to Sabotage and bait a swing and miss from Killer. Also opens up more risky behavior for Survivor to attempt to Sabotage. As it is now, simply ATTEMPTING to Sab and cancelling, triggers the long cooldown.
5) I will repeat for the 1,000th time. Nurse design is toxic anti-fun. The Doctor is also toxic anti-fun. And so is Leatherface. Those are the only 3 Killers in DBD that I see that need to be reworked. Nurse, because she breaks "The Chase" portion of DBD, by teleporting through pallets and walls. Doctor because he breaks "The Patrol" portion of DBD, by doing his AoE and easy finding everyone. And Bubba. His kit is too damn strong and needs changes, it's his kit that allows him to facecamp.
I could go on. This game desperately needs attention from people who will consider "FUN FACTOR" (for both sides) when designing everything.
Comments
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Nah, I like solo Q being a free-for-all. It really makes the game more interesting.
There's plenty of games where you are hard strapped to your team for success and I prefer being able to play my own game and ignore the team if I want.
Also lol, complaining about Doctor. That's some low MMR gameplay right there.
Same with getting crows while hiding? I have literally never heard that complaint before. You can move around instead of being paralyzed in fear you know.
Baby survivors I swear.
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Bro really put AFK timer fix over console optimization.
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You are rude and promote toxic selfish gameplay. You are exactly the type of player DBD needs to steer away from.
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1) yeah I see where your coming from survivor should have more ways and reasons to work together. I don't know if your chain trap is the way to go because I think that would be super strong but the idea is nice.
2) I totally agree with you I think that the cap to this actions is a relict from the early time of Dbd where it made sense to cap something of to make them do different actions.
3) I don't know that would probably lead to games that never end. The killer has no good reason to leave the Gen and without crows the survivor has no good reason to leave the locker so both stand there for eternity till one of them decides he is to bored. Doesn't sound that fun to me.
4) yeah sure I think they could test how it performs and if it's not to strong then sure why not
(most of the times sadly swf is a reason why it works like that i can see it incredibly hard to counter a asbo squad if it only has the cd when fully done)
5) that's a thing I can't agree with you. I exclude bubba here because he is kinda problematic but at the same time he isn't. Nurse and doctor aren't toxic and anti fun is a very subjective thing some people might find it unfun that you can die all together that doesn't mean it needs to change. I think it's a good thing that nurse and doctor are the way they are because the game would be boring if we had only one type of killer both killer have there own counter play doc can even be counter by calm spirit if I remember correctly. Do you want only trapper kind killer you can juke half an hour or so you want more range killer because I see plenty of people saying they are unfun to.
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only 1 and 2 I can agree with.
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calls bubba overpowered and calls nurse, doctor "toxic anti-fun"
you are most likely the reason why deathslinger got nerfed
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This list sounds like a minnor things to maybe adress in the future compare to the real big issues the game currently has.
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I disagree with 5. Nurse and doc arent toxic. People just want the same trick to work on every killer. Bubba isnt even toxic. The issue with him is face camping the first person you hook. There needs to be reason to go after someone else. Thanks to the healing meta, the most effective way to play killer is to remove someone asap. The game needs to change, not the killers you dont like.
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1: In general I agree with this, though I think your chain trap idea is a little too strong. Still, that was an off-the-dome example, so I'll focus on the core idea, encouraging survivors to work together, and I agree with that- the least fun but most optimal way to play this game is for everyone to spread out and work on different gens far away from one another, and if the game can find a way to elegantly incentivise pushing people together without necessarily punishing players who play solo, I think that'd be a great move. Not sure I consider it a priority, but it'd certainly be nice.
2: Another one I agree with, but I'd add the stipulation that there should still be a max cap on how many bloodpoints you can get in a match through any means. Allow players who run the killer forever to get a good chunk of bloodpoints, and allow their teammates to get the same for actually doing the gens. Good idea. The Emblem system could probably do with light changes to address this too, but having the progression system be a little more demanding of versatility is probably fair. Again, not a priority - except maybe as part of a larger suite of changes to reduce the grind - but definitely something that'd be nice.
3: What you're proposing there actually makes the issue worse, not better. If you don't get crows for being in the terror radius, and the killer's choosing not to leave the area, it's a complete stalemate. Also not a priority, and the idea you propose wouldn't help even if it were.
4: I could see this being potentially open for abuse, so what I'd propose instead is having an incomplete sabotage incur a shorter cooldown of about five seconds or so, to make sure that survivors do have to commit a little bit to a sabotage without being punished unfairly for taking a risk. Definitely not a priority, though.
5: Where you've gone wrong here is assuming that every match has to have the same core components that play out in roughly similar ways, when in reality the different killers should be providing different texture to the trials. Nurse doesn't remove the chase component, she changes it; you can't loop her like normal so you have to outplay her power, and assuming you're not going up against a god-tier Nurse, that is doable. Same with Doctor- he doesn't remove any part of the trial, he changes it, it doesn't matter that he knows where you are if you can't be caught, and you can deny him that information with lockers. The point isn't for every match to be the same; you adapt your approach depending on the killer that you're facing, the game frankly needs more killers that force an adaptation that way. Leatherface is also really mid-tier outside of facecamping so I actually don't know where you're coming from on that one.
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Doc is low B their to high cœur at best. He doesn’t need a rework.
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Fun is subjective and irrelevant to whether something is balanced or not. It’s also not a meaningful standard to balance around. A buff or nerf is as easy as number changes or new effects (whether it’s a balanced buff or nerf is different). There is no standard for fun and unfun. How do you make something “fun”? There is literally no definite method.
Something that is fun to one is unfun to another and vice-versa. It is literally impossible for everyone to agree, and is also why it’s a meaningless standard.
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- No
- No
- No
- Maybe
- No lol
I don’t imagine OP is going to get a lot of support here.
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1) The game needs to rid itself of this ridiculous notion that the Survivors can decide to "work together, or not"....
I agree that semi-cooperative game design is typically a bad idea. Unfortunately it’s probably far too late for DbD to shift to actually treating the survivors as a team that win or lose as a group, we’re kind of stuck with it.
2) The different statistics should NOT be capped.
The caps are probably to prevent exploits and farming abuses. They don’t want a game where a Trapper just resets the same trap over and over as a bot for 72 hours straight while survivors vault over and over or whatever.
3) The AFK timer to spawn crows should pause when Survivor enters Killer terror radius. ….
No. The afk timer is there specifically so you don’t have survivors just hiding in a locker or remote corner he entire match. If the timer stopped when the killer was nearby then it would defeat the purpose of having it.
4) Saboteur perk should not trigger a cooldown just for attempting it.
No, if the cooldown only happened on a successful attempt the the survivors could potentially just spam it on and cancel and on and cancel over and over. It needs to trigger the cooldown on the attempt regardless of whether or not it worked.
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