http://dbd.game/killswitch
Anti-Tunnel Suggestion
First of all, I don't think problem playstyles (camping / tunneling / slugging, but specifically tunneling in this case) should be fixed with perks. You're asking a survivor to sacrifice an entire perk slot just to guarantee they will actually be allowed to play the game normally and do more than just be chased right off of hook constantly, and even when used perfectly, 4 perks dedicated to not being tunneled, it doesn't guarantee you or sometimes even your team an out. It doesn't solve the underlying issue that from a pure numbers perspective, it's completely optimal to remove one survivor from the game ASAP. As it stands, killing a survivor (Even if you outright ignore the others to do it) is just too efficient of slowdown.
With this however, we don't want to just outright reward survivors for abusing anti-tunnel somehow to punish killers that aren't even tunneling (Off the record body blocking, old decisive, etc), nor do we want to outright hit killers with a nerf, with how quickly gens can fly by off of one slightly bad chase.
My idea has two parts; removing the incentive to focus out one survivor, and add in an incentive for spreading out hooks / pressure.
Part 1: When a survivor is sacrificed or killed by any means, all other survivors receive a massive boost to repair speed (Possibly other things, numbers will need tweaks). This unfortunately wouldn't completely address the issue, but would hopefully guarantee a 3 man escape instead of an easy snowball if the killer focuses out one survivor only. Off the bat this seems like a massive buff to survivors with no compensation, but this is where part 2 comes in.
Part 2: Survivors individually suffer a penalty to repair speed (Again, including other things possibly, and numbers may need to be tweaked) based on their hook stages. It would be front-loaded, such that first hook would cause a slightly greater penalty than second hook. More importantly, this debuff would much more strongly cancel out the survivor death buff, so if for example if a survivor was 'tunneled out', and you had 0 hook stages, you would receive the full buff, 1 hook stage you would receive 40% of that, and 2 hook stages either none or a very minuscule buff.
This would take some adjustments to base numbers as well, to make sure that it doesn't just become too unbearable nearing endgame / 3 gens (Nobody wants chess merchant back), and may also benefit from injured survivors taking a small penalty to repair speed (Just to make sure early game / before any hooks doesn't blow by too quickly + help killers that struggle for first down but get easier injuries)
It's a bit of an out-there idea to deal with it, and maybe a bit heavy-handed / complex, and it'd take loads of hope and prayer that DE doesn't botch the numbers on PBE too long before giving up on it.
I'm not high mmr, don't even have over 1k hours, this is just an idea I had floating around when I played a while back and came back to me recently when I decided to try the game again (I was a FNAF chapter doubter but I actually like how they did it and just had to give it a shot again). It could be absolute dogshit of an idea, but really I just want anything to make the game feel less like the 'how quickly can I stop this person from playing this game' simulator it tends towards sometimes.
Comments
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The problem with balancing in this game is the fact that most other online games, the players have 2 mindsets. The ones that play to win at all times, and the ones that play to have fun. but dbd has players from 6 different mindsets.
1: the killers who just play to win at all costs using anything and everything they can to win everytime.
2: the killers who play casually and just enjoy jumping on their favorite killer and playing as them, just collecting bloodpoints weather they win or lose, and avoid things they know annoy other players. And are often the ones that end up farming with the survivors.
3: the killers who play this game to annoy others as that is their form of entertainment, they are the ones that loved the old knockout and would use it to slug the whole team, they hit you on hooks, shake their heads everytime you go down, and tunnel whoever seems the easiest - for fun.
4: the survivors who play to win at all costs, gathering a group of friends on discord for an esports level swat team to use and abuse everything they can to winas fast as possible.
5: the survivors that just casualy log into the game to play some rounds and get some bloodpoints and just generally play for fun.
6: the survivors that play to annoy the killer by gathering a group of likeminded players and using and abusing "bully" tactics to either annoy the killer till he leaves or keep him so busy that someone else on the side finnishes all the generators.
Now try to mash all 6 of those into the same game and u get the chaos of dbd where no matter what changr gets made, some of those groups don't agree with it.
These particular changes sound decent to the casual survivors/killers so long as it prevents tunneling etc. But to the competitive survivors they see this as a huge nerf as they know the competitive killers will abuse this as a strategy to hook everyone once, then slug all 4 players while the gens are too slow to do. Meanwhile the survivor bullies would see it as a buff and the bully killers would see it as a huge nerf to their playstyle etc.
Tough to put something in that isnt exploitable and makes 6 types of players happy lol
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Believe it or not the easiest and most reasonable way to tackle this issue is to put full premade squads againts high mmr killers no matter their mmr or if one or two have high mmr.
Because lets be real here like fully realistic.
The whole reason why people play 4 stack is to either bully, be class clowns.
Or they play to win which means they will absolutely play like their life depends on them which means the avg killer player will feel like its bullying just because they go for sabotage hooks by timing it correctly, trade really well, gen rush, and basic call outs.
So either way 4 stacks have upper hand because of entire team having comms that can be used to either bully or tryhard which resembles bullying because of playing survivors how intended which most people see as bullying.
Almost every 4 stack that plays for fun will shift their gear in high gear once they see a killer try and play as a killer as intended and once that happens the killer will "ruin their fun" then they just end up try harding or bullying.
There is no in between
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