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Going Next Clarification + Comment on the Healing Changes

katz646
katz646 Member Posts: 17

The going next changes are overall positive, but the wording is a bit confusing or ambiguous in places.

To that end, I have the following questions/comments:

  1. It was said that this system would impact survivors going next early in the game.
    1. What is considered early game? The amount of time lapsed or the amount of gens/hook states achieved?
      1. I ask because I've been 10 minutes into a game that still has 4 gens and three survivors alive and only four hook states, but one person is slugged, someone is on hook, and the third person is hiding. Would I be penalized, as the person on hook, for just going next?
    2. How exactly is the system going to identify survivors that intentionally die early in a match? Is this signifier going to be visible to other players?
      1. Especially now, since people can't attempt, and you don't die faster by missing struggle skill checks (Which I suspect a lot of people are going to stop doing now that it is more or less optional). How does that look different from a normal player on hook? Or does the system track people running into the killer to go next faster (i.e. the length of time between hook states)? And if that's the case, how does it distinguish that from someone getting tunneled?
      2. How will the system deal with griefing? Survivors can bodyblock the unhook (this happened while I was trying to unhook someone in 2v8) and even with the collision changes, it would be throwing the game for a second unhooker to be standing there until the first one loses collision. I've also seen videos of people just not going for the unhook to the point where the killer has had to stand next to the survivor so they can unhook themselves.
        1. In that scenario, would the person on hook be penalized and marked as a 'go-nexter' if they just gave up once it became apparent they weren't going to get unhooked? Or would they have to DC?
        2. And to that end….
  2. Have any changes to the DC system been considered?
    1. Bots were added to help the team when people DC'd, but most people chose to give up instead, because of the DC penalty. I suspect even with these changes, people will find a way to give up (forcibly get themselves tunneled), or if the killer doesn't slug them, make the match miserable for everyone else (spam vault, throw every pallet on the map, sandbag, etc). I still see this in cases where killers won't hook a survivor who got unhooked after trying to give up. So I can only imagine it will become more pervasive after these changes. Immaturity aside, perhaps a revision to the DC penalty — in particular a cap, or more gradual increases — could curb some of this. It would also give more lenience to people who get kicked due to bad internet, server issues, or want to/have to DC because of cheaters.

Healing comments:

  1. I think the healing changes are very good. However, if the changes are walked back,
    1. I would suggest that rather than making botany cause medkit inefficiency, it just becomes incompatible with medkits (like strength in shadows). Part of the reason the perk is difficult to run without self care is because if you find a medkit in a chest, you can't use it. If it didn't work with medkits at all, you could at least use the medkit, but heal at normal speed.

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