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Knight Rework Suggestion: Increase Diversity of Guard Use Cases, Increase power readability

Current Design Flaws:

Unclear points of interaction for survivor, not enough use case diversity for Guards.

Overall Rework Design Goal:

Increase diversity of use cases for each individual Guard (Assassin, Carnifex, Jailer), Increase counter play readability for Survivors through UI elements and Hunt Duration to Banner activation time standardization (banners now consistently activate at half the hunt duration)

Guard function intentions for rework:

Carnifex, Guard Order/Break Action Effectiveness.

Jailer, Area Denial, Patrol effectiveness.

Assassin, Hunt Effectiveness


Developer Friendly Feedback?:

Map of the realm and dried horsemeat often feel necessary, feels like not much of a choice to use in comparison to other addons.

 

Guards feel like they all serve the same purpose.

Carnifex, strongest at all useful guard functions (longest guaranteed value in hunts)


Jailer, often feels worse to use than other guards, punishing to miss, reward for patrolling not sufficiently worth it in comparison to an active hunt.

Assassin, fastest guard but often doesn’t hunt long enough to hit a survivor. Less useful in hunts in comparison to Carnifex. About as useful as the Jailer as they are both as likely to hit survivors, which is not very likely at all.

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Add-on Changes

Map of the Realm: Added, additional +6 meters to maximum patrol path length. Removed, +4 meters to patrol vision/detection radius.

Current detection range on guards are often unable to detect survivors as the range does not expand fast enough (even if landed nearly directly on top of survivor), which is why Map of the Realm is used so frequently.

Dried Horsemeat: Added, additional 2 percent speed added to guard summoning haste. Removed, +4 increased hunt duration.

(+4 seconds duration does not feel like much of a choice in comparison to other addons. Too difficult to balance considering value.)

Lightweight Greaves: Added, the Jailer’s Patrol speed is increased by 20 percent. Removed, When the Jailer is summoned grant the Knight a 10 percent speed boost for 5 seconds.

(Current functionality changed due to interaction with suggested base kit Jailer utility.)

Design intention and summary;

Dried horsemeat and Map of the Realm are currently overperforming not necessarily due to being too effective, but due to them feeling necessary to the player, as they add the most guaranteed value of all current addons. Lightweight greaves changed to reflect suggested base kit Jailer changes mentioned below.


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Guard Specific Changes:

Carnifex Changes:

- Hunt Duration reduced to 12 seconds, banner/standard activation timer reduced to 6 seconds.

- Patrol vision/detection radius increased to 12 meters, up from 8.

- After Carnifex performs a break action/guard order, the patrol vision/detection radius expands for 1.5 seconds before cycling to the next guard.

- Carnifex deals 8 percent generator damage, up from 5 percent.

Design intention and Summary;

Pull power away from hunt effectiveness, add power to intended functionality of being great at break actions (guard order).

Assassin Changes:

- Hunt Duration increased to 16 seconds, banner/standard activation timer increased to 8 seconds.

- Patrol vision/detection radius increased to 10 meters, up from 8.

Design intention and summary;

Make Assassin the most effective at hunts by giving him the best values in hunts.

Jailer Changes:

- Hunt and Banner/Standard values remain the same (12 second hunt, 6 second Banner activation)

- Patrol vision/detection radius reduced to 12 meters, down from 14 (more on that later)

- Knight now retains his speed boost (+5 percent haste) for guard summoning the entire duration of Jailer's patrol, otherwise original values if successful detection.

- Jailer detection radius increased by +0.2 metres for every metre that exceeds 10 on the patrol path.

- If the patrol path reaches or exceeds 20 meters, the Jailer detecting a survivor and beginning a hunt grants the Knight a 10 percent haste boost for the duration of the hunt. (I’m coming to help Alejandro!).

Design intention and Summary;

Reduce effectiveness of "instant guard drop" tactic. Increase effectiveness and use case of longer Patrol paths. Jailer is often the worst of the 3 due to having the worst hunt values, and giving survivors two strong options of either letting the Knight roam around without a power for an extended duration of 24 seconds or disabling it within 6 seconds. Rather than simply making him better at hunts I find it far more interesting to increase the value of patrols.

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New UI elements for Survivors.

Survivor UI indicating remaining hunt duration now changes color when half the hunt's duration has passed (hunt and banner/standard values have been standardized so the banner always spawns at half time)

Banner/Standard UI element added next to survivor portrait. 50 percent visual opacity when banner is not interactable, changes to noticeable solid color when banner is active.

UI element to note that unhooking ends the hunt?

Design Intention and Summary;

Points of interaction often not clear when playing against The Knight, increase readability from the Survivor perspective.


Also attached, fancier formatting word document.


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