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Improvements for DBD (read everything carefully)

Masterninja
Masterninja Member Posts: 461
edited August 2024 in Feedback and Suggestions

Post edited by Masterninja on

Comments

  • Haddix
    Haddix Member Posts: 1,080

    Xenomorph

    Reduce survivors Hindered while carrying turrets from 35% to 25% and Xenemorph movement speed inside tunnels from 18m/s to 16m/s. Xenomorph no longer can lunge his basic attacks while in Crawler mode.

    Why would you absolutely gut Xeno like this..? Xeno already has a reputation for feeling fairly bad to play, what are these changes?

  • Archol123
    Archol123 Member Posts: 4,634

    For the new perks:

    Fragile hook seems way too strong...

    Hurry seems busted, on certain maps, think about it on Midwich for example, I don't know how long the corridor is but it would create a literal infinite if the perk activated there...

    The rest of them is somewhat okayish, in my mind not completely busted in towards one or the other side...

    Items

    I like the syringe being a seperate item. The item changes seem alright at first glance, unless I'm missing something.

    Terror Radius

    I don't understand what you mean by that? Are you reffering to the red light? Because the terror radius is a circle? So....??

    Blindness hurting solos even more by hiding the hud, the thing that is there to bridge the gap between solo and swf is horrible.

    To be continued...

  • Archol123
    Archol123 Member Posts: 4,634

    Killer Changes

    Trapper

    Having all traps at the start might be problematic for specific playstyles, but at least he does not have to walk around the entire map anymore, I would have prefered if he could just reload them at lockers, and therefore being able to not walk back to specific traps to pick them up again. The Makeshift Wrap addon could be alright, I'm not entirely sure though, because if I remember correctly, there are some fancy plays it removes basically.

    Nurse

    I would have to do the math for it, but messing with blink distance and or cooldown could lead to nurse basically becoming slower than the survivor when holding w in a straight line, so I'm always a bit scared when people want to do that. The stun thing is a good idea, I would have however just made it so her blink attacks don't work with exposed because that was indeed too strong... Despite the limitations it puts on her.

    Hillbilly

    Lopro is in my mind a problematic addon becaus it creates loose loose situations. The reduction of cooldown and bump cooldown is a good idea, I would however further strenghten his basekit and removed overheat, since it serves no purpose. Besides that he basically needs a full addon overhaul, because he has like 4-5 addons that are worthwhile and everything else is utter trash or way too situational to be good.

    Myers

    I would not increase the stalk when doing a conspicious action as it can mess with how much you want to stalk to some degree, however together with the inability to accidentally go into the next tier it should be fine... I might remove it though for t1 to t2, becaue I don't think there is ever a situation where you would want to do that. I would not only make it 50% more but basically make the stalk be the same speed regardless of distance. It makes no sense to stalk faster when you are right in their face, you're not stalking them at that point... In addition he problem needs a full addon rework, not just the tombstone ones. I don't think the reduction in t3 terror radius is needed, however I'm not that against it, I just think it is kind of annoying if he has too small of a heartbeat and just oneshots you.

    Xenomorph

    I'm fine with the carrying speed reduction the rest is not so good, not being able to lunge is horrible and I don't see a reason to reduce the tunnel ms...

    Dredge

    I think the reduction in locker exit time is fine, the indicator for him staying inside a locker for longer time should stay though. I agree that the value of Nightfall is greatly reduced by that, but I think he should have some form of counterplay during this, the darkness basically making it almost impossible to see further than, 16 (?) m needs to have something for survivors do against it... They could make his ambient sound less loud though, because it is basically impossible for him to sneak up.


    to be continued...

  • Archol123
    Archol123 Member Posts: 4,634

    Leatherface

    I don't think the tantrum duration is really an issue? What is however is the hitboxes on some maps. I guess the restriction on chainsaw usage is a good idea to effectively prevent camping with Bubba, as you are always able to trade.

    Pinhead

    I like the idea of rewarding hits from further away, however I don't like the impaling wire change, because if not breaking them with the environment, what else are they supposed to do? I also don't see how this helps in the nerf of chain hunt? Or are you just not naming a concrete fix for the issue?

    Pig

    I don't like the rule set no.2 basekit change, because the traps has slowdown whether you do it active or inactive, I don't think this change helps in any way. The ambush speed increase is alright, however I would also increase her crouch speed as it is way too slow to be usable effectively while traversing the map. I don't like the change to the boxes because it overcomplicates the whole thing for no reason.

    Hag

    Sure I guess, but that would be whole new killer, so why rework an existing one if you can create a new one and sell it...

    Clown

    Hitting the bottle directly like this is fairly easy because you can slow them down beforehand, which makes it a lot easier, and you don't get punished for throwing, but the survivors would get punished for trying to juke it by losing distance, I don't like those changes. However I agree that there should be something for players to show skill, I like the two throwing modes, but I don't know how many usefull or fancy plays this will enable, so there is probably something else.

    Trickster

    I don't know what this is supposed to do, because it just feels like you need to be more carefull with your knives currently, but less than with Huntress, and you still don't get much of a reward for dodging it, because entering and exiting the mode is so fast and what not... I don't know I find his entire concept a failure.

    Freddy

    I would want for Freddy to have a skill cap and not just put stuff on floor, even with this changes there is really not much depth to him. 8 seconds is also really long, you could probably make it there on most maps... He would basically be a better trap killer than trapper with this. I like the fake gen idea, I just wished there was more than that to it. 20% hindered for 10 seconds however is way too much. I just hope they give him a whole new power at some point.

    Sadako

    The addons are nice, I think it would increase her chase power by quite a bit. The other stuff is also quite nice, I just hope that there is something done about the forcing condemn by teleporting to the generator you are supposed to put your tape in... That stuff is quite annoying.

    Ghostface

    The 99% stalking is basically what makes Ghostface special from Myers, I don't think his stalk should decrease. Because his entire gameplay revolves around stalking several people and then going for someone else and finishing those first stalked guys later. I don't find the additional changes not necessary. They could however really do something about the whole getting revealed behind cover, as it is really annoying.

    to be continued...

  • Archol123
    Archol123 Member Posts: 4,634

    Nemesis

    The Zombie changes seem good, I would also like a way to destroy them without wasting a pallet, so maybe a longer fighting the zombie thing? The lingering hitbox is one of the things that make him somewhat good, as it allows for interesting hits, I don't like the cooldown as I think it is mostly unnecessary because you will need the time to catch up unless you will go for another person when it just wastes time. At least the boxes made it so the survivors wasted time on cleansing, this feels somewhat like a nerf even... The roar seems rather meh, and I would rather have something else done with his whip as well as a full rework of his addons, as they are basically all terrible.

    Artist

    I like the severed hands basekit but I cannot really say what the impact on the gameplay will be, because the double hit would sometimes take way longer with this changes, overall nerfing her. I don't know if the buff of lockers is evening that out.

    Twins

    The switching time seems nice. I think the cooldown being this short is a problem as you basically cannot kick him this way, counterplay against Victor is already almost non existant the kicking action being the major thing you can do if the Victor player messes up. I think the looking at Victor to destroy him is not even necessary, you should just always be able to recall him. No matter if he is idle or hanging on a survivor, I don't like the dying state thing, because if Charlotte is really close you might not be able to finish the action as you get disturbed by her and forced to vault something... I would however make his cooldown quite a bit longer when he gets kicked or crushed by the survivors to punish him for that... Like 15+ seconds at least.

    Skull Merchant

    This whole thing seems overcomplicated again while not doing anything about the problems the killer has.


    Bloodlust

    Removing those tiers seems like a good idea, if you reach bloodlust 2 or 3 you have messed up already and should not get a benefit for it.

    Tunneling and Camping

    Good idea, this way you can just run away and not worry about getting blocked and the killer is also not forced to tunnel because you ran in his way.

    Mori changes are allright.

    Removal of basement is a good idea, as it is only usefull for camping or against hardcore sabo squads, neither of which playstyles should exist.

    I think Shack is an allright structure, it is only somewhat strong against basic m1 killers, as most killers with a chase power can outplay it.

    Totems

    I don't know if maps are big enough for the 36m radius to work effectively... But sure they should be somewhat apart from each other.

    Generators

    I don't think the 30m radius will help too much, as they could still work as a triangle being really close together. There is no reason to remove to pole just to make perks work... This is more a problem that comes with indoor maps, which is another reason why indoor maps are terrible... And some perks only exist to make this downsides less bad... However buffing those perks by making outdoor maps worse is not the way... At the same time most experienced survivors will know where gens spawn only newer ones will have trouble finding gens outdoors...


    to be continued...

  • Archol123
    Archol123 Member Posts: 4,634

    Maps

    Most sound alright, some aren't I will go over those which are problematic..

    Wreckers yard is a solid map and way better than some trashy other ones there is no reason to remove it, just because you don't think it is unique enough, it could just have a main building added if you insist on it, instead of shack there could just be a building there.

    The same goes for rotten fields, if you think it is missing a main building add one, don't remove the map, also the maps identity is a wide open field... A main building is not what makes a map unique.

    I like the father campbell and circus map.

    Temple has an alright size as it is, it does not need to become bigger again.

    If you remove all the breakable walls in springwood the low fence window will become way stronger, I don't think this breakable wall should be destroyed, the other ones can be deleted though.

    Gideon just needs less (safe) pallets and more windows to work with, as the map has basically 25 safe pallets...

    Dead Dawg: Adding debris and other trash is never a good idea... Adding some tiles, for example a small cemetry, would be nice to have in an otherwise empty spot.

    I cannot evaluate if RPD will be fine or not just from this drawing...


    Overall some good ideas, some that are so so and some that are a bit too much in one direction or the other.



    Apologies for the many posts, but apparently my answer was too long to be send in less messages :/