Dear BHVR *This an actual plea from someone who plays both sides and a number of things to point out

HexNo3_D
HexNo3_D Member Posts: 22
edited June 9 in Feedback and Suggestions

Hello Everyone, My names kai been playing dbd for about 4 years now or nearing that time (2020-2024) there's a few points I would like to really get across you probably might not see this but here goes…

  1. Solo Q

This is something I really wanna strongly get this across, simple as solo q survivors need more info where as if its giving survivors, teammates perk info, or as in such a little bit of text option in game so like it would be quick text and the options you could choose would be I'm going for the save! or the killer is around the hook or meg's getting tunneled so really to sum this section up this would be great overall for solo q QOL changes going forward.

2. The Recent Sabo Buff…

Listen I'm not going to beat around the bush, here goes, the sabo buff it's basically lemme put it this way how frustrating it is to go against, this isn't ur typical solo q match right this is 4 man swf's that are all on coms and all have alex's toolboxes with speed addon's etc.…, I don't go against this often but then again we are missing the point right I was in a game with 4 surv who had good coms and was clearly swf'ing, lemme tell you one thing i could not for my life get a single hook right, alllll game. And if im being honest if im playing a game were i couldn't even get just one hook its honestly depressing to go against right, In solo q its not so bad but when they know when ur gonna pick up 2 people are there for the sabo save with breakout aswell might i add and the other two are on gens I honestly don't see how that's fair, buffing sabo was the worst thing that could have happened swf has been buffed and i don't think alot of people realise it.

3. Chucky's Turn Rate (he is my main and yes this might be biased but here goes…)

Right before i start this ain't some rant about chucky's scampering under pallets being removed i was honestly happy they removed it cause i really didn't feel like it was fair at all, I thought shorter cooldown yeah that is great, and i have no problem with it being how it is, but in a way i feel like his turn rate needs to be abit more bigger or maybe some addon's like blights where like it could be like this for example : Ur Turn Rate In Slice And Dice is 15%/10%/5% and have them different coloured addons like brown,yellow and green for example, not asking for alot from chucky cause I am happy with alot of the changes but i feel like this needs to be a thing sorta don't think it needs to be too overboard.

4. Gen Speeds

For this part of the discussion I would like to point out that gen regression perks are not the problem, gen speeds are. Let's bring some numbers into it New Killer thats dosen't know a thing about the game gets builled and ran like a fool right, Gens take 90 Seconds right so with the 5 you have to complete all in all takes about 7.5 Minutes and say if this new killer gets ran for about 2-3 mins that's two gens gone and probably if they split out on gens okay another one about to pop and this new killer has nothing to do to defend themselves. So I think to make this better (My Solution Would Be To Either, Extend the time it does to do gens from 90 to 100 seconds or Make Base Regression more impactful so instead of 5 make it 10 or 12 progress off a gen or another way round it would be to, Everytime you hook a survivor ur base regression kick speed goes up by 1%, I feel like that would make the game on each side more balanced at high,mid and low mmr and make it so that new killers have more of a fighting chance and so that games are more relaxed for people.

5. Tunneling

Right this last section is going to be short and sweet just to touch up upon tunneling, DS and OTR are great anti tunnel perks and I have no issue what so ever with them, but a twitcher I watch called OtzDarva have a great view about DS (Decisive Strike). It would be to remove the effect of DS then move that said effect to one of the other useless general perks then rework DS then it would feel like newer or average surv would have of a fighting chance against tunneling if they didnt wanna spend money and time to get that it would be something you could get in ur own bloodweb for free which would be a huge, great and balenced change for the game and would make matches feel more enjoyable for those who are newer and not having it locked behind paywall.

Like i said you don't have to listen to my views but this is just something ive noticed and felt like it needed to be said…

Kai <3

Post edited by EQWashu on

Comments

  • bjorksnas
    bjorksnas Member Posts: 5,585

    I kind of agree with all of these except the one about gen speeds.

    Solo queue should get more information or ways to send each other information because it creates a big gap between them and SWF. A simple menu with a few options like, going for a save, killer near me, killer on me, killer left me, killer around the hook, would be a big help in bridging the gap but it definitely needs limits to start with and not be a ping esc system.

    Sabo buffs are a bit silly and it really only exists to give a 4man group some toys to bully people with, it won't see its way into normal matches so theres no point in them being even stronger with coordination since it already was strong with coordination but now its just silly.

    Chucky could use a bit more turn rate "IF" he scampers under a pallet or over a window, being limited from hitting someone right next to a pallet or window you vault is a bit silly but he doesn't need much more turning in his regular attacks. That and a bit faster scamper while charging would be nice

    Ds should 100% be a generic perk and it being locked behind a $5 pay wall is silly, the shrine of secrets doesn't count, over the past 18 months DS has been available twice. One of the best tools for a new player to have to either survive long enough for their team to win or just barely make it out of a match is almost always out of reach unless you can reach your wallet.

  • Sarrif
    Sarrif Member Posts: 192
    1. Would need things like making the pallet part of WOO and Kindred basekit. Which… the devs will never do.
    2. Killers wanted survivors off gens, this does it and also has pretty brain dead counterplay on killers side of slugging.
    3. Chucky was busted
    4. The actual way to fix gen speed was always to make it dependent on what killer your facing and how many survivors left there are. Going against Nurse or Blight? 50 second gens. Hag and Trapper? Maybe something closer to 120.
    5. There needs to be a basekit feature that prevents any kind of tunneling. My suggestion is that if a survivor has been hooked twice in a row then the next unhook they get the eye of Vecna effect where they are invisible and cannot be tracked through any methods for 30 seconds.

  • Onako
    Onako Member Posts: 66

    4. Gen Speeds

    For this part of the discussion I would like to
    point out that gen regression perks are not the problem, gen speeds are.
    Let's bring some numbers into it New Killer thats dosen't know a thing
    about the game gets builled and ran like a fool right, Gens take 90
    Seconds right so with the 5 you have to complete all in all takes about
    7.5 Minutes and say if this new killer gets ran for about 2-3 mins
    that's two gens gone and probably if they split out on gens okay another
    one about to pop and this new killer has nothing to do to defend
    themselves. So I think to make this better (My Solution Would Be To
    Either, Extend the time it does to do gens from 90 to 100 seconds or
    Make Base Regression more impactful so instead of 5 make it 10 or 12
    progress off a gen or another way round it would be to, Everytime you
    hook a survivor ur base regression kick speed goes up by 1%, I feel like
    that would make the game on each side more balanced at high,mid and low
    mmr and make it so that new killers have more of a fighting chance and
    so that games are more relaxed for people.

    I've said it once in a different post. Killers managed to get 4K's even when generators still had 80 charges. Simply because survivor players didn't feel pushed into gen rushing and were occupied with other things which often lead to their downfall. Nowadays when anything except sitting on a gen is considered trolling, what choice do we have? And contrary to what you think it has a heck of a lot to do with how oppressive gen regression perks have become, maybe not as a stand alone but the fact you can just stack them like that. Nobody likes holding M1 on a gen for 90 seconds + the factor of the abundance of slowdown, so asking for even more is kind of insane.

  • Junylar
    Junylar Member Posts: 2,005

    They already increased gen repair charges several times, to the point where soloQ has no hope of actually finishing them all anymore, and it's still not enough for you? How about make them take 30 minutes to fix each and be done with it, to save the effort of the development team?

  • HexNo3_D
    HexNo3_D Member Posts: 22

    For this part i get the frustration, but like i said i did list several options and solutions for gen regression and ect…but that's just one of them there is many other things they could explore

  • HexNo3_D
    HexNo3_D Member Posts: 22

    True 100 seconds is pretty heafty right, but like i said in a reply to someone else earlier there are many other options they could explore instead of that.

  • HexNo3_D
    HexNo3_D Member Posts: 22

    Ngl i actually agree with you on some parts

    1. True but it would be nice for solo players and hopefully to help them communicate better with each other.
    2. Chucky, he is my main but I will come out and say he was unfair and busted like you stated
    3. Sabo, its all well and good when the surv are off gens that's not my problem you will have two on a gen and two waiting for the sabo save dosen't make it fair against someone like chucky or trapper does it considering there weak killers.
    4. Gen Speed, Totally agree with you on this but the devs most likely won't do it even tho it would be a great change for dbd QOL, They said awhile back they don't like having perk or things In the game that changes on the type of killer your facing.
    5. Totally Agree with the tunneling idea that you had maybe we will see that maybe sometime in the near future.

  • HexNo3_D
    HexNo3_D Member Posts: 22

    and you have just reminded me to say something if they made base regression stronger and more impactful i would like them to do something where you can't stack gen perks anymore like 1 would be your limit cause if they went down the route i said you wouldn't need a second gen perk then overall it would make the games more relaxed for people and especially the ones who don't have access to gen regression perks yet

  • Yharwick
    Yharwick Member Posts: 521

    On the issue of gen speeds, I hear people saying they want to play more relaxed and not have to sweat to 4k and I don't know if they realize the implications of what they're saying but to get to that point implies that getting kills becomes easy enough that on the flip side survivors would have to struggle horribly to escape.

    In my view in order for the game to be balanced the game is always going to be at least somewhat difficult both sides. To this end gen speeds are probably fine at the moment with perhaps toolboxes and certain perks needing tweaking but the base speeds seem good.

  • HexNo3_D
    HexNo3_D Member Posts: 22

    like I’ve already stated gen speeds may or may not be the problem I feel like base regression that increases by 1% everytime you hook a surv would make it more fair and them implementing something where you could only stack one gen perk so like if you brought two anyway it wouldn’t work abit like how if you bring pop and ruin but can’t use pop until ruins cleansed abit usless and that would maybe discourage people to move away from stuff like that

  • HexNo3_D
    HexNo3_D Member Posts: 22

     if they made base regression stronger and more impactful i would like them to do something where you can't stack gen perks anymore like 1 would be your limit cause if they went down the route i said you wouldn't need a second gen perk then overall it would make the games more relaxed for people and especially the ones who don't have access to gen regression perks yet while both parties still have control of the game and everyone is happy

  • fluffyloki64
    fluffyloki64 Member Posts: 13

    Disclaimer here before anyone starts dragging me: I tend to play with the Bloodpoint bonus which lately leads to me playing more Survivor but I do enjoy playing Killer as well (Wesker being my favorite).

    I agree with pretty much everything here except for the gen times. I have games on both sides that go both ways and feels like it's largely based on the collective skills of both sides. Sometimes I have games where I am on a gen as much as possible and we don't manage to finish a single one and others where I am off doing a stupid tome quest and still manage to complete all 5 and get out.

    Tunneling is definitely a problem. I have started to bring an anti-tunnel build when I'm in SoloQ (DC, OTR, Second Wind, Sprint Burst) just to try and last a little longer if I am getting tunneled while still providing some value if I don't. The problem with this build is that 3 of the perks don't come with the base game and because I don't currently own the Stranger Things DLC, I can't use this build on all my characters. Even so, because DC is a one-time use, I often end up tunneled out anyway I just last a little longer. There should be some kind of base-kit anti-tunnel even if it's just extra endurance if they've been hooked twice in a row with no one else in between or if it's some kind of mini DC. I'm not sure either of these are a viable option but there should be something.

  • HexNo3_D
    HexNo3_D Member Posts: 22
    edited June 9

  • HexNo3_D
    HexNo3_D Member Posts: 22

    Intervention – Mechanic

    Hooks -

    1. For every 2 survivor's you hook (Can be the same surviour) you gain a stackable 5% to your base 5% base regression,
      this stackable 5% would stop when someone is sacrificed moried or has bled out and would revert to about 15% to keep the rest of the match fair for both sides.
      (Side note made the 5% base a thing to help balence it out towards the end and at the end of the day, this is just something i quick typed up).
    2. SBMM (Skill Based Matchmaking) No longer goes up or down from the outcome of how many survivors you sacrificed.
      Or for the survivor side how or if you escaped, instead there would be a separate emblem system and it would total all the progress you had in a match towards your mmr score rating.
      Iri, Your mmr goes up significantly, Gold, mmr goes up abit, Silver, Ur mmr stays the same and finally Bronze, Ur mmr goes down,
      All the info from the game you just had would be signifyed into one single emblem
      (This would show ur mmr emblem where it shows on the first sceen when you come outta a match next to the bloodpoints and would be called ur (MMMRE) Match MMR Emblem).
      Also, there would be an extra screen in the dbd lobby where your survivor grade is where you could view where you are on the mmr point's system.

    Survivor's Generator's Interaction's -

    1. Once a survivor has either done : Two Safe Unhooks or Cleansed Two Totems they gave a 5% gen repair speed for 30 second's this will not stack with gen progression perks nor will it stack with other people on gens.

    The Endgame Collapse –

    1. The endgame timer will move from 120 seconds to 90 seconds instantly with an audio cue from the entity as soon as someone goes on a exit gate to add more pressure upon the killer and survivors at endgame and really make for some intense moments (this is an idea I was toying with for awhile right at the end of the day might not be a good idea but still just an opinion)

    Tunneling -

    1. When a survivor is unhooked for the last time (one hook away from death hook), if they enter a chase within 10 seconds after being unhooked and are in that chase for more than 5 seconds, Entity's Barricade Activates,
      you have a 15% haste for 35 seconds, Endurance, for 30 seconds and BaseKit Unbreakable for 45 seconds.
      (this would be to discourage killers from tunneling with also a penalty or loss of base regression reverted back to 15% once a surviour is out of the game)

    This whole system would be a massive overhaul and a huge QOL Change for so many people in the dbd community, and for gen perks for killers and survivors anymore than 1 you bring with you will be useless and won't be able to stack.

    This was a lot and would probably come with a hefty variety of balancing issues but lemme know what you all think?

  • Yharwick
    Yharwick Member Posts: 521

    Again I heavily doubt a world where killers just don't have to worry about gens at all is one where survivors have fun. I know there's this whole thing where "games are too short" but that's by design as the longer the game goes on the higher the probability of the killer winning is.

    BHVR artificially making games longer is only ever going to benefit killers which I don't think is needed in a world where the kill rate is 60%. It's up to the killer to make the game last longer that's where the skill expression for that role is.

  • fluffyloki64
    fluffyloki64 Member Posts: 13

    Not entirely sure why you quoted me in your post here but ok. My problem with the killer's gen regression/damaging/etc getting higher as the match goes on is that the killers generally get stronger as the match goes on because survivors start to lose resources. I almost think it would be better in reverse where the killer loses gen regression/damaging/etc when they take someone out early encouraging them spread their focus early in the match. I tend to notice that punishments work better than rewards (anti-camp feature being a prime example here)

  • HexNo3_D
    HexNo3_D Member Posts: 22

    Yeah that is quiet true, and they could do something like for example give the killer some breathing room like so the base regression would increase still but if someone dies you lose all base regression and reverts back to 5% something like that if that makes sense?

  • HexNo3_D
    HexNo3_D Member Posts: 22

    True and that is a heavily good argument, but then again there must be a way where they could do that for killers and survivors for both sides to have fun, I think its finding the balance between good and bad on both sides honestly.