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Haste&Hindered Rework+new status effects suggestion

To start with, Haste&Hindered will keep the current change in that they wont be able to stack. However, in addition to this change (which, is gonna take some time to properly implement) I suggest a secondary change which is adding 2 new effects: Swiftness and Snag.
These effects would work like haste and hindered right now, a stackable boost/slowdown. But the player can only have 1 haste or hindered effect active. Meaning that Swiftness and Snag would be able to stack with Haste and Hindered, but only the most powerful Haste or Hindered effect will be active in case there are multiple sources.

As for further suggestion/an example of how I would implement it:
Haste&Hindered effects (aka, only the effect of the highest instance will be applied):
Haste effects:
Machine Learning
Furtive Chase (but the boost is buffed to 12.5%)
Game Afoot (but the boost is buffed to 9%)
Shadowborn (but the duration is increased to 15 seconds)
Unbound (but the perk no longer has an activation duration of 30 seconds and instead gains 8/9/10% speedboost)
Guardia Compagnia(the survivor haste bonus)
On-hit Bonus
Exhaustion perks in general
Blood Pact
Babysitter
Breakout
Teamwork Power of Two

Hindered effects:
EMP
Flame Turret
Champion of Light (the effect applied to killers)
Killer powers and addons in general(its hard to trigger multiple of these anyway)


Swiftness&Snag effects (aka, can stack with each other & with the single instance of Haste/Hindered):
Swiftness effects:
Killer powers in general
Afterpiece Tonic (and related addons)
Beartrap (upped to 10%) and the haste addon (lowered to 4.5%)(additional changes Tension Spring and Iridescent Stone also activating this bonus)
Guardia Compagnia(the killer haste bonus)
Quantum Instantiation
Other addons in general
Batteries Included
Devour Hope
NOED
Play With Your Food
Rapid Brutality
Basekit BT(and by extention, the perk)
Adrenaline (it only triggers once)
Plot twist
Dramaturgy (only because it is 25% and can give the exposed status effect)
Hope
Made For This
Champion of Light(the gained haste effect)
Buckle Up
Dark Theory
Treat Pumpkins

Snag Effects:
Chemical Trap
Forced Hesitation
Trick Pumpkins

Now, I am clearly biased when it comes to hinderance, but thats because in general, being slowed down is not a fun mechanic that should be stackable. And Chemical Trap and Forced Hesitation are both perks I personally think are fine if they stack with whatever. But this list is basically a list of effects that I would seperate. Effects that are either too easy/too strong to trigger shouldnt be stackable with each other, but there are plenty of effects that are either difficult to attain(like, Play With Your Food) or already barely have any real impact (like NOED). It would be weird if the 4% of NOED didnt count because you're getting a 5% boost from a generator. But I would find it weird if you trigger Bloodpact, Hope and Power of Two together for a 19% speedboost. I dont mind Hope stacking in the scenario as it wont be an issue untill all gens are gone, but Bloodpact and Power of Two literally happens in the same action, and getting a 12% haste bonus for that would be insane. Hence, Hope being a Swiftness effect and the other 2 a haste effect.

I genuinely hope these effects will be held under a microscope and given seperate effects, because if nothing can stack, a lot of these perks cannot be balanced in a healthy way (as a killer example 5% for Batteries included is too little for maps in general, but 7% can already be a massive issue on certain indoor maps, as a survivor example, 2-3% on Dark Theory is far too little as literally any other haste effect will override it, so why even set it up? But 4-5% would be too much on maps like Midwich. So stacking the effects on other effects is the perfect situation for those perks, but not for other perks)

Comments

  • needtorename
    needtorename Member Posts: 37

    upvote cause i agree with everything stated above. its a change that nobody asked for