The second iteration of 2v8 is now LIVE - find out more information here: https://forums.bhvr.com/dead-by-daylight/kb/articles/480-2v8-developer-update

The only way to balance DBD for good

WaveyTrey
WaveyTrey Member Posts: 652
edited April 2022 in Feedback and Suggestions

I doubt it’ll ever happen, but the idea is… Rework the game so that at the start of a trial one of the generators turn on, and will slowly progress on it’s own (Representing the players hope). After so many minutes within the trial each of the generators will begin to progress... The killer will still have to kick these generators to make them regress, or use perks to halt their overall progress. Killer doesn’t need any real changes, but keep this in mind.

The real big change is to survivors by enabling survivors to sabotage as basekit, but at a decreased speed without items/perks. Survivors have NOTHING to do because all they can do is work on gens. Totems are hit/miss. Make prevention of death hooks their prime objective because it’s the opposite of the killer’s objective..! By doing that survivors prevent The Entity from feeding, which is what displeases it. The longer they prevent their deaths the more “Hope” they have. As such all the gens start progressing, and lighting up at a faster rate. Pinging. The killer is now pressured to break chases, or stop face camping to kick generators. To cause regression. Which keeps the others in long enough to feed everyone to The Entity. Survivors cannot “sit” on gens to finish them, but can perform skill checks whenever the generator progress is being interrupted by something other than Entity Block (Sitting on gens is a boring/dumb mechanic). Missing a check makes it explode, and lose progress. Great skill checks still add extra progress. Once progress begins again survivors will automatically step off. The only time survivors can significantly boost generator progress is by using the Brand New Part during the skill check. Survivors can now focus on hiding, running, flashlight saving, and preventing deaths until they can inevitably escape. As they should he doing. Not sitting there… *Yawn*

With all the regression, slow downs, and info perks (Whispers, Surveillance, etc) killers would be perfectly fine. The issue isn’t killer because killer is implemented perfectly to focus on the hooks as it should. The devs seem to not know how to make survivors “function” within the game itself, and by preventing them for sabotaging hooks they can interact with one other thing. Generators. So players gen rush, and leave… When their job should be to stop the deaths of their mates long enough for them to escape.

Post edited by EQWashu on

Comments

  • VirtuaTyKing
    VirtuaTyKing Member Posts: 467

    lol You don't play killer do you!

  • WaveyTrey
    WaveyTrey Member Posts: 652

    I do, and sometimes I catch everyone before 3 minutes are over!

  • WaveyTrey
    WaveyTrey Member Posts: 652
    edited April 2022

    If you honestly think survivors job should be to sit in one spot all day then you can’t complain why this game is so horribly balanced. Survivor can’t do anything other than gens. Which killers complain that that they’re doing this too fast, but that’s ONLY because that’s all they can really do to escape. You see where this is going..?

    That means doing that shouldn’t be their main objective to escape. Survivors job should preventing deaths altogether until they’re allowed to escape...! They had hope as they fought the killer back! I’ve played killer first before survivor. When SWFS do exactly that, and do it well, they will escape. Guaranteed. Flashlight saves, pallet stunning on pick ups, sabotaging etc. This is because 2-3 players focused on halting the killer objective, which is to hook, while maybe 1 person did gens the entire time. Watch any legitimate SWF streams. You won’t ever see everyone simply rushing the gens yet they’re all escaping!

  • C3Tooth
    C3Tooth Member Posts: 8,266

    hmm.

  • VirtuaTyKing
    VirtuaTyKing Member Posts: 467
    edited April 2022

    That's some serious potatoes.

    If that's what they want to do then they get slugged,camped and tunneled. So a solution is free sabo and gens that do themselves. Wow!

  • Kilmeran
    Kilmeran Member Posts: 3,142

    Well, from the sound of those ideas, and the way the game's been going for over the past year, they're pretty much guaranteed to be hired at BHVR if they apply. 😂

  • WaveyTrey
    WaveyTrey Member Posts: 652
    edited April 2022

    You wouldn’t even be able to slug, camp, and tunnel one person all day because the gens would start progressing. You’d still have to go kick the gens to start their regression. The survivors still need to perform skill checks to restart their progress, and if they fail it blows up. Perks like Corrupt, DMS, Ruin, Thrilling, etc would continue to halt this progress.

    I had already posted ages ago that old DMS should work exactly the way it does now. People here said “Uuuh that way still wouldn’t be good”. “It’s a bad idea”. Now it’s working exactly the way I suggested it should, and it’s great! So please! 🤣

    The problem has never been killer. It’s survivor and their braindead objective. Gens “progressing themselves” doesn’t make it easier for survivors because the progress would be a steady rate that survivors mains can’t dictate by rushing the gens anymore... Forcing the survivors objective to become bold and altruistic (Interactive)! Sitting on a gen is the dumbest objective that has possibly ever existed in any game. You sit there. Clicking. Sometimes. It’s same way killer mains say Trapper/Hag have boring powers that doesn’t interact with survivors. Well, that’s because it’s true! 😭

    Post edited by WaveyTrey on
  • VirtuaTyKing
    VirtuaTyKing Member Posts: 467

    So you would like survivors to have nothing else to do other than bully. I'm done talking.

  • AngyKiller
    AngyKiller Member Posts: 1,838

    So you basically want Survivors to get hand-held a win while completely screwing over Killers?

    I've seen some pepega takes on this forum but 'Auto-complete every generator' is a new low in entitlement.

  • WaveyTrey
    WaveyTrey Member Posts: 652
    edited April 2022

    Survivors actually double pip from doing all those things to the killer. They’re not supposed to let you hook their teammates. Watch any SWF stream. The persons are barely on the generators. They’re flashlight/pallet saving, body blocking, etc. Stalling the killer objective (Hooking) is how they actually win. As killer you’re supposed to eliminate the weakest runners first because that’s one less player on gens. Even if it means “tunneling” to get rid of them. You don’t chase the best runners until later/last. If not you’ll lose. If they’re stopping you from hooking consistently you’ll also lose. Tunnel, Camp, and Slug when necessary. You’ll likely win as killer. Sometimes you won’t even kick a gen more than 4 times that round…

    Post edited by EQWashu on
  • DBDVulture
    DBDVulture Member Posts: 2,437

    Op makes a post that doesn't comment about:

    1. Nerfing SWF
    2. Reducing Map sizes
    3. Nerfing Blight/Nurse but massively buff all other killers
    4. Obliterating DH (by giving it a 5 second interrupt effect - double doctor shock)
    5. Removing map offerings/OP addons (for survivor/killer).
  • WaveyTrey
    WaveyTrey Member Posts: 652
    edited April 2022

    1.) You can’t nerf SWF unless you remove SWF from the game.

    2.) Reducing map sizes makes killers that are insanely mobile even more threatening. Blight can zip across the entirety of Ormond with Rat/Crow. So lets make Ormond smaller… So killers like Nurse can REALLY blink on top of you in a matter of moments.

    3.) Nurse/Blight doesn’t need a nerf because they’re actually the most well implemented characters in the entire game. Both have a high learning curve (Blight is slightly lower and console friendly). So if you’re losing to these killers it’s because that person is really good with them. There is no in the middle Nurses. They’re either really bad, or really good. What needs to be nerfed is the add ons that enhance their base powers. Blink distance add ons, and Blight’s rush speed add ons. Those things makes the killer busted.

    4.) DH is annoying, but it’s only as good as the players awareness of their terrain. If they get a map like Lery’s where there’s jungle gyms everywhere then DH is a living nightmare. DH does almost nothing on maps where generators are in a cornfield, or in the middle of a street. Spots where survivors have nowhere to “DH” towards that would extend a chase.

    5.) Map offerings?

  • WaveyTrey
    WaveyTrey Member Posts: 652
    edited April 2022

    It’s not a hand-held win. With this change survivors can no longer double up on gens with their toolkits, and then leave whenever they want. It’s like killer having to constantly kick gens to make it regress. They kick it one time, and it slowly regresses. So for survivors it should be this way too in regards of progression. A steady progression over time that survivors can no longer directly control. They can influence gens slightly with certain add ons and certain perks. Then this is only when a generator starts regressing by any means. Survivors must now work together to survive long enough so they can finally leave during “dawn”. Dead by Daylight.

    Killers have more influence over this concept than you all think they do because many killer perks regress/stop gen progress. From the start of a match with Corrupt. While carrying with Thrilling. Ruin which reverses all progress FOR the killer. Does this make Ruin OP for survivors now? Nope. Killers can’t sit on top of their Ruin totem the entire match because constant regression means that the survivors can now “tick” the gens that are affected until completion by getting great skill checks..! Even after all that killers can still kick the progressing gens to start regression. Twins “Oppression” makes 3 gens regress… Onryo’s new perk doubles the regression rate during a kick every 60 seconds.

    🤔 🤔 🤔

  • Lastchild
    Lastchild Member Posts: 333
    edited April 2022

    Your idea is bad because it takes away the main job from the survivors and the killers just won't feel like playing.

     Eventually neither will the survivors as they will just have to hide to reactivate the progress of the generators once the killer is gone.