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What I hope to see with the gameflow changes

Predated
Predated Member Posts: 2,976

I hope to see the hook timers being reduced from 60 seconds to 45 seconds, so that survivors have to act quicker and have less time to chill on generators, while also giving hooks the Cage of Torment treatment, where if killers are camping too closely(including Victor), the survivor simply gets transported away. This would still allow killers to proxy-camp when neccesary, but both killers and survivors can tactically force the hooked survivor to move away(if the survivor has 5 seconds left on hook and you force a transport as a killer, that is basically a kill, if the killer is someone like Bubba or Twins, you can bait them inside the radius to transport your teammate to a safer hook. You could even add a feature that if the survivor gets transported to a scourge hook, all scourge perks apply on transport, meaning there is a chance you can trigger the same perks twice with just 1 hook.

I hope to see survivor BP rates being turned into a pool that is divided over all players based on their contribution to the match, cap the pool at 32k for each catagory, and uncap the survivor BP per catagory(so theoretically, it would be possible for 1 survivor to have 128k BP and all 3 others having 0 BP if all 3 people are basically AFK and that 1 survivor does everything, but realistically, it would just give people who are camped and tunneled a chance of earning more than 8k BP), and base the gainage on emblems. Meaning that if a teammate is being chased all game, you could do totems and help them out with some points, while also increasing the amount of Objective points you recieve. Once a teammate dies, their points are removed from the current total amount(yknow, because that way they dont have to wait 10 minutes for the game to end to get their points, the outcome is practically the same anyway). This would incentivise all survivors trying their best to be adding as much as possible to the pool.

I hope to see both NOED and Dead Hard recieving different activation methods, I am of the opinion that their powers are fine, but that their activation is too easy as is. NOED and Dead Hard activation both rely on the survivor side of things, IMO, this should be the opposite. Killers should be able to activate NOED after the final gen is done, rather than it automatically activating, making it a more strategic perk and even giving some room for potential buffs(yes, buffs, imo, this version of NOED should also recieve the old cooldowns on both missed and hit basic attacks). Dead Hard should force injured survivors to Dead Hard while the killer swings within a certain radius. This allows for a killer to pre-lunge to force a survivor into a very awkward position, while also removing any practical use for survivors to use DH to reach windows or pallets to extend the loop. It would literally turn into a punishment for miscalculating on the killer side of things, rather than a reward for survivors that gets exponentially more powerful the better they get. And since it would be basically based on m1's, that means no using it to dodge Trapper traps, no using it on a long distance hatchet throw, no using it against Doctor's Shock, no using it against Plague's corrupt vomit, no using it against Piggy's dash, no using it against Slinger's harpoon, Demo's shred, Oni's smash, Bubba and Billy's chainsaws, Victor, Pyramid's punishment, Pinhead's chains, Nemmy's tentacle, and since hugtech is getting removed while Alch Ring is getting nerfed, Blight's bounces. The only killers that would HAVE to deal with DH are Nurse, Pinhead, Spirit, Wraith, Freddy, Hag, Clown, Dredge and Sadako. Out of these, only Sadako lacks the means to catch up quickly.

Not that this would fix all issues I personally have with the game, but it would definitely make me want to play both sides equally again. Thanks for coming to my TEDbd Talk.

Comments

  • Bot_Salvo88
    Bot_Salvo88 Member Posts: 1,230

    As survivor, you have all the tools to remove noed from your match by destroying all totems during the game.

    As killer, one thing about Dead hard I would like to see changed is that you can't interact with windows or pallets for 2 or 3 seconds after using it.

  • Akumakaji
    Akumakaji Member Posts: 5,619
    edited June 2022

    Wild idea: make DH a personal boon totem. As long as it stands you got DH when injured, but that totem can't be used for communal boons and the killer can snuff it .. or even shatter it. This might even shift the meta again in Hex perks favor, as right now playing hex perks is a rather futile attempt.

    But back to the OP: much good ideas and win there. Even though I might not agree with everything, I think that the game would 100% be better and much more fun if they just implemented everything you said. This game needs some sweeping changes to shake up the stale meta and play styles, so take some risks and look at all the interesting ideas this community had over the years.

  • Barbarossa2020
    Barbarossa2020 Member Posts: 1,383

    Gameflow won't change until core dynamics are changed. Basically gen repair and regression.

    Until these issues are addressed the best options for killers will be to still tunnel someone out of the game.

    With the new perk changes a new meta will just emerge but not the gameplay.

    Take d.h with it's changes earmarked survs will probably switch to sprint burst, which will be used as much as d.h, why? Because its a good way to escape a chase, and killing survivors is the best ay to slow gen repair speed, and regress gens.

  • Predated
    Predated Member Posts: 2,976

    Well, repair didnt really need to be slower, I disagree with the 10 seconds being added as its simply another 10 seconds that you have to look at a progression bar for no real reason. I rather would have slowed down gen repair dynamically by reducing the penalty for doing a gen together from -0.15 per player to -0.1, but compensating that by adding a secondary penalty when multiple generators are being worked on at the same time(-0.1 per generator being worked on). Meaning that people doing 2 gens at the same time will take about 90 seconds to finish, but a solo gen being the only generator being worked on would only take 80 seconds. The best part of that change, is that 3 people working on 3 seperate gens would basically mean gens take 100 seconds to finish. Giving you an entire extra 20 seconds to finish chase and interrupt a generator(especially if you brought something like Thanatophobia). But basekit 90 seconds also means that Overcharge(going up to 400% regression speed btw, 250% regression is equal to 80 seconds for a gen to regress currently, 400% means that you can go from 99% to 0% in 70 seconds) and Thanatophobia would be even stronger than their current changes imply.