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Proposed Solo Q changes and inevitably some killer changes

DxveWolf
DxveWolf Member Posts: 79
edited February 2025 in Feedback and Suggestions

Survivor

The disparity between solo q and efficient 4 man swf makes it difficult to balance killers appropriately, one of the key components in this is information available to survive with friends and not to solo q, Xbox, PlayStation already have discord integration and if rumors are to be believed so will the switch 2, so it makes sense to provide this information to solo q survivors and those who don't want to be on a discord call, this also gives killers a reason to run blindness perks and puts blindness actually on the table

[Partially base kit], (with the perk increasing its effect)
bond: base 16m,
empathy: base 48m,
kindred: killer aura reveal base 16m (that is the total aura reveal at the moment, perk would be buffed and increase aura reveal radius to 24m at tier 3)

Anticamp: increased to 20m, unhook increased to 15% faster if the killer is less than 12m away
change: survivors can no longer accelerate the progress of 1st hook

[New]: when a survivor gets into a chase all survivors see their aura for 3 seconds, this helps them be able to pressure a gen far away from the action or if they want to be bold take over the gen, with discord integration to most platforms, it really makes little sense to gatekeep information to those not on voice comms, and not everyone wants that much social interaction, i only have 5k hrs and im able to deduce where a chase is taking place and where their gen was, by game sense alone, this makes it accessible to everyone
[nerf] mind breaker: with survivor depending on a lot of aura reading for coordination, mindbreaker would be the premier blindness perk, blindness is applied for 20 secs each time you touch a generator, exhaustion remains the same

Alternatively you could show auras of regressing gens base kit, and rework rookie spirit to do something different like: you repair a generator that was regressing 5/6/7 % faster

[buff] Self care: you heal at 75% base speed
[buff] Strength in shadows: going to the basement is a time investment and risky on its own, you now heal at 100%
[buff/qol] Deliverance: you can now unhook yourself on your second hook as well
[nerf] windows of opportunity: goes into cooldown for 7/6/5 seconds after you fast vault,

invocation perks: now take 40 seconds, it's already a huge risk and detriment to be broken for the rest of the match they could be stronger

Killer

[New mechanic]: Entity's hunger:
The entity will have her feast: basically bloodlust but outside of chase, many killers are held back by their lack of map pressure, killers now gain a 5% haste after not been in chase for 5 seconds (equal to bloodlust t2), 10% after 7 seconds (equivalent to bloodlust t3), lingers for 2.5 secs after entering chase, do not stack with map traversal abilities that make killers move faster than 10ms (billy, nurse, blight, Demogorgon/xenomorph/dredge/Dracula teleport) this would help those killers that need more map pressure and set up killers, and would not make already very strong killers stronger, or map traversal speeds too much, but can still be used by pig/ghost face crouch, chucky stealth, etc

[Buff] Blood lust: with the buff to to solo q, every survivor should be playing at a higher level now, and m1 killers have had it hard for too long, they could use some help in chase, speed stays the same but:
[new]tier 1: lunge is increased by 40%
[new]tier 2: lunge in increased by 45%
[new]tier 3: lunge is increased by 50%
This only helps m1 killers, and does not make m2 abilities stronger than they already may be
[Change] coup de grace: with some of it being added to bloodlust, but still being tied to gen completion, changed to 60/65/70

[buff] base regression event increased to 10%
[buff] ruin increased back to 200%
[buff] call of brine, increased back to 200%
[partially base kit]: corrupt intervention, 1 min to base kit, 1 min to the perk

Spirit: let her be s tier, the game needs more s tier killers,
-she basically has to run rusty flute, add it partially to base kit, 25% base kit and 15% to the add-on,
-mother daughter ring, the add-on makes a huge difference, totally different killer in terms of strenght, 10% to base, addon is set to 15%
-yakuyoke amulet: 1.5 secs to base kit, 2 secs to the add-on, movement speed nerf removed
[new] for accessibility, while she is phasing every 3 seconds you see footfalls where she was for 2 seconds

Chucky, baby he's at the bottom of the kill rate at 48% at nightlight gg
[buff] slice and dice speed increased to 9ms
[buff] cooldown decreased to 12 secs
[change] rat poison: after successful slice and dice, reveals aura of hit survivor for 5 secs

Pig
we buffed the pig, but also nerfed the pig
[buff] ambush speed increased to 7.2 ms
[buff] increased crouch speed to 4.4 ms
[nerf] if you hit a survivor while they're removing a trap, they go into deep wound instead of going into the dying state

Ghost face
[buff] after succesfully marking a survivor they suffer 4% hindered status effect for 5 seconds
[buff] increased crouch movement speed to 4.4 ms

Nurse
[nerf] while the nurse charges a blink she gains the blindness status effect

QOL to help with progression:
* there's always a bp incentive of 100% for both sides, and the extra incentive is added to the queue that needs it the most
* there's always blood hunt Friday night and during the weekends, tgif


Sorry for long post, please devs consider 🙏

Post edited by DxveWolf on

Comments

  • DxveWolf
    DxveWolf Member Posts: 79

    Part 2:

    Chucky:

    [Buff] (to bring console more kn line with m&k) increased turn rate to 120 degrees for 0.5 secs after a scamper

    [Giga buff] we brought back the "hup" voice line whenever he vaults a window/pallet, the voice line is slightly louder to help with accessibility

    Clarification on Pig:

    Trap timer does not go down while mending, to avoid pig putting survivors into deep wound constantly to tamper with the timer

    Spirit (forgot to add)

    [Change] Post phase attacks are now considered special attacks

    Twins

    [Buff] After downing a survivor/trap them in a locker/latch with Victor, Charlotte gains a 10% haste so she can get to the slug, haste is lost immediately if she gets into a chase

    [Buff] reduced pounce cooldown after a successful down to 2.7

    [Buff] decreased crush cooldown to 15 secs

    With buffed healing, they should be more manageable

    [Giga buff] We gave Victor cosmetics, yes he can now wear hats!!

    Once the match is down to 2 survivors, they may opt for hiding instead of fighting, we want to make things more exciting

    [New mechanic]

    Last stand,

    Survivor : "our senses were heightened" once there's only 2 survivors, survivors repair speed is increased by 15%, and only one generator needs to be repaired to power the exit gates, if one survivor is still in chase and the other escapes through the exit gate, the hatch is reveled to the last survivor.

    Killer: "i need to bring this home" once the match is down to the last 2 survivors, their aura is revealed to you every 20 seconds, stuns are decreased by 25% and breaking action speed and vault speeds are increased by 15%

    ***Hud***

    -Qol: This perks will now show on the hud if they're active and there's a survivor near by: power struggle, head on, wake up, desisive strike (those are the ones i can remember that need to be communicated)

    -Anti camp bar will now be shown on the hud

    -Added a cross hair option to bring console more in line with m&k

    This changes should bring solo q and efficient 4 man sfw on comms closer in strength, with swf still being stronger, and make it easier for killers to be balanced

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 3,235

    I'll take any suggestions and discussion on making this game better for both sides, some good ideas amongst this all, I love the idea of giving solo survivors more tools to stand on their own. I'd love to see some anti-gen rush momentum for casual killer play too similliar to Corrupt intervention and deadlock.

  • DxveWolf
    DxveWolf Member Posts: 79

    Yes, i forgot some of the perks while writing this, but definitely some stuff like corrupt, and even bitter murmur could be added partially to base kit

  • JPLongstreet
    JPLongstreet Member Posts: 7,127

    A baby version is f Corrupt on lit hex totems might be nice at the beginning too.

  • ProveKa
    ProveKa Member Posts: 187

    Not only Soloq but also the survivors were left extremely weak.There is a problem with the buffs coming to the killers lately, which are extremely hindered for the survivors and the killers are too fast.They have also been strengthened in many chases, which causes chases to last shorter and there is a significant increase in tunnels.Unfortunately, there is no way to resist this.Meta-wise, there is no change in Survivors, we have been playing the same meta for years.At the slightest meta change, the meta is instantly nerfed and we are forced to play the same meta.