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Kill Switch update: We have temporarily Kill Switched the Forgotten Ruins Map due to an issue that causes players to become stuck in place. The Map will remain out of rotation until this is resolved.
http://dbd.game/killswitch
http://dbd.game/killswitch
Killer Update Idea for 2025. from roadmap reference.
champzaza007
Member Posts: 102
This is my idea for the 2025 Update, which includes The Nightmare, The Cenobite, The Plague, and The Skull Merchant.
I Reference from this.
The Skull Merchant
I am a player with about 5,000 hours of playtime, and I play both Killer and Survivor. For me, The Skull Merchant in the current patch is too weak. I would like survivors to be a bit more open-minded. In the current patch, The Skull Merchant is as weak as The Trapper, or maybe even weaker.
Here are my ideas:
For an Update:
- Make the drone's laser return to two beams as it was before.
When a survivor is scanned by the drone, apply the status effect of -15% Hindered (similar to The Nightmare in the current patch). - Because The Skull Merchant in the current patch does not receive the Haste status effect, it makes chasing difficult. In my opinion, in order for The Skull Merchant to remain powerful in chases, the drone’s laser needs to go back to two beams, and the Hindered status effect should be applied more to compensate.
For a Rework:
- I would reference the cinematic of The Skull Merchant, where she uses drones to track down survivors.
- I think it would be better if the drones were no longer placed stationary but shot out in a straight line, similar to The Artist's Crow Attacks.
For example, shoot the drone forward at high speed (the drone has two laser beams rotating around it). When a survivor is scanned by the laser, the drone will start tracking them. The drone will take 30 seconds to accumulate stacks (1 stack per 10 seconds). The stacks will have the following effects:
1 stack: Hindered 2%
2 stacks: Hindered 4%
3 stacks: Survivors take damage and become injured. Injured survivors suffer from the Deep Wound, the Broken status, and Hindered 6%. Additionally, they will be tracked in real-time by a GPS detection.
To destroy the drone, survivors must stand still for at least 3 seconds to break the drone and stop it from tracking them.
The Nightmare
I don't have an idea for a rework for The Nightmare yet, so I’ll leave that to the devs. But for me, if The Nightmare were to receive an update or tweak, it should look something like this:
- The number of DREAM SNARES should be 7 or 10.
- Increase the size of DREAM SNARES, and either increase the Hindered status effect percentage or keep it the same but make the duration of the Hindered status effect last longer than before.
- When survivors interact with both DREAM SNARES and DREAM PALLETS, they should both apply the Hindered status.
- Adjust the Add-Ons to make them more effective (the longer survivors stay in the Dream state, the stronger The Nightmare becomes). Increase the need for survivors to use alarm clocks or make mistakes to wake up from the nightmare. For example, the longer survivors are in the Dream state, The Nightmare would gain a 1% Haste for each survivor in the Dream state (up to a maximum of 4%).
- The Nightmare will be able to teleport to any completed generator, similar to how The Houndmaster can send a dog to a completed generator.
The Cenobite & The Plague
For me, these two characters are strong and well-balanced, so there’s no need for many adjustments.
The Plague:
- If there were to be an adjustment, it would probably be regarding the duration of the infected status on generators or other objects. (Adjust the base duration of the infectious status and the Add-Ons to make it shorter).
- Additionally, the time it takes for survivors to repair a generator with the infectious status and the gradual infection gauge increase for survivors should be slightly slower than before.
The Cenobite:
- The duration of the LAMENT CONFIGURATION should be limited, not something that works continuously until the survivors solve the puzzle. For example, LAMENT CONFIGURATION could work for 60 seconds and then stop. (Regardless of whether it’s activated by The Cenobite or if the survivors’ gauge is full).
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