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Giving Love To Houndmaster (QOL & Add On Pass)

Suggestionator
Suggestionator Member Posts: 108
edited July 3 in General Discussions

First off to the Devs, thank you so much for actually making Houndmaster's Anniversary mask better, giving her a really nice jacket recolor of her rare outfits.

1000013940.png

But this post I wanted to be about Houndmaster's actual power, and what can be done to make her a little less frustrating to play when you encounter a bug.

So heres a list of changes, mostly QOL and Add On buffs that should happen to put this Killer back in circulation:

- Scent Of Blood

  • The Houndmaster can now cancel any active Search Command by pressing the ability button
  • If The Houndmaster enters the Houndsense Radius when Snug reaches the beacon, Snug immediately returns to her side
  • The Houndsense Radius is now a flat 10 meters wide
  • Houndsense now lasts 60 seconds by default
  • The Houndsense status effect now causes healthy survivors to breathe more loudly
  • Survivors can now have their Houndsense timer refreshed by stepping in the Radius again or lingering inside it
  • Snug will always trot infront of The Houndmaster, only moving out of the way when she attacks (this is to prevent various bugs. One where Snug gets caught on things away from you and then you chase command when hes no where near you)
  • If Snug is stunned by any means, he will be on the same side of a pallet as you
  • Dog grabbed Survivors that are injured cannot escape through the exit gates for 5 seconds after the grab ends

- Add Ons (Changes Are Italicized, Reworks State "Rework" In Bold)

  • Young Coconut: Increase Snug's Chase Command speed by 10%(4m/s extra)
  • Tainers's Book: Increase Houndsense duration by 50%
  • Sticky Patch Rework: Search Path Slipstream now lingers for an extra 2 seconds after leaving the Search Path, but you can't regain the path boost for that search command again
  • Spyglass: When a survivor loses Houndsense, The Houndmaster sees that survivor's aura for 5 seconds
  • Smoked Snapper Rework: Chase Command killer instinct range is increased by 100%, but the Chase Command distance is reduced by 50%
  • Knotted Rope: Reduce Attack Recovery time by 15% when hitting a dog grabbed survivor
  • Belaying Pins Rework: Survivors are afflicted with the Oblivious status effect while affected by Houndsense
  • Unfinished map: Survivors get Exhausted for 15 seconds upon entering the Houndsense Radius, but do not give killer instinct
  • Spiked Collar Rework: Injuring a survivor with Snug using a vault location slows the bitten survivor by 10% for 2 seconds
  • Ship Figurehead Rework: The Houndmaster's Terror Radius is now applied to Snug. Sending Snug on a Search or Chase Command makes the Houndmaster Undetectable
  • Marlinspike: Survivors within 32 meters of the Houndmaster become afflicted with Houndsense whenever another survivor is dog grabbed
  • Leather Harness: increase Snug's Chase speed by 20% for 45 seconds after a generator is completed. This effect's duration stacks at 50% the initial duration. Effect is permanent when all generators are complete
  • Gunpowder Tin: increase breaking speed by 50% when at least one survivor is affected by Houndsense
  • Torn Novel Rework: Killer instinct is removed from the Chase Command redirect. The auras linger for 3 additional seconds
  • Iridescent Wheel Handle Rework: Survivors no longer escape Snug's grasp via stuns. Dog grab time is reduced by 50% (only 4 seconds now)

Note on my Suggestions and recommendations:

  • Houndmaster mostly needs the QOL changes I listed here just for the sake of ensuring any bugs with her AI don't become detrimental to her success, mostly safeguards.
  • The Houndsense changes give the machanic more use against healthy survivors as well as correlation with add ons.
  • The Add On pass is something that many of the few Houndmaster players out there agree she needs alot, as the numbers they provided or the effects they applied just weren't large enough. With these number buffs and reworks, there are now multiple different playstyles to correlate with her actually useful add ons.

Well, thats it for me. Pirate Mommy mains, unite and suggest as you please! I would love to hear any feedback from any of you out there. We are here, and we are waiting. ❤️🐕

Post edited by Suggestionator on

Comments

  • Unknown
    edited July 3
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  • Unknown
    edited July 3
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  • lazerlight
    lazerlight Member Posts: 377

    I would like to add to this:

    + Houndmaster should not slow down while aiming a Search Command.

    + Search Command should work like Nurse's Blinks where the longer you press it the farther it reaches. Removing problems where you're aiming to the skies for a while just for Snug to walk a few feet in front of you.

    + Search Command marker should have a radius to it that latches on to gens / gates when it comes into contact with them. Removing the problem of aiming for too long, hoping the marker will stick to an objective.

    + While Snug is Searching, Houndmaster should get the speed up when walking towards him, removing her need to be on his trail.

    + If Snug is stuck somewhere, he should reappear beside her after a set amount of time / when the cooldown is supposed to hit zero, without Snug's respawn restarting the cooldown. (I believe the teleport already happens, but sometimes as soon as it does, you still have to wait for the cooldown. Cooldown should be over if the system needs to respawn Snug.)

  • lazerlight
    lazerlight Member Posts: 377

    I also want to talk about the Chase Command, but that one is more tricky. The thing I found weird about Houndmaster is that… you're using a living creature as your power…. it should know where the survivor is if you send it out to them, like… Snug has eyes… but at the same time, from a gameplay standpoint… I don't want a Killer who's power does everything for them… which puts her is a delicate situation.

    In tight loops or places with a ton of clutter, she's an M1 killer because Snug's gonna get stuck everywhere, and Survivors can turn the corner as soon as you switch over to Snug's POV. So he'll never catch 'em. Obviously the skilled play comes out of this, but…. in most cases I just leave thinking: "Why play HM when I can play Deathslinger, my spear wont get stuck on a trash bin on the floor. He can shoot over it, HM can't." lol

    She definitely needs some help in that department.

    Potential changes/additions?:

    + Have snug's camera auto adjust to the nearest survivor (like Hag's traps) after he's sent out. Making it easier to aim when switching to his pov.

    +Have snug follow scratch marks when running in tight spaces with clutter.

    + Snug should run out the full length of his path, regardless if he hits a wall, he should keep running until he's ran all the meters he would've ran if he was in a straight line.

    + Allow HM to call Snug back towards her as a second chase command, essentially she "draws a triangle". (Send Snug out, walk to a new standpoint, call him back, he catches the survivor. Like Naiad from IDV, although her power works differently, you "draw" triangles to limit survivors' options).

    Naiad Triangle.gif

    + Maybe allow her to send another marker for Snug to follow and chase after he's been sent out, without having to change to his POV.

    At the moment, those are the only ideas I've got in mind to make the chase command better. Please share your thoughts!