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Clown and Knight PTB changes to keep/remove

UndeddJester
UndeddJester Member Posts: 4,970
edited July 17 in Feedback and Suggestions

The buffs given to Clown and Knight don't offset the downsides given to them at all, and are nerfs to overall weak killers. This isn't news, but instead of getting mad, let's salvage this.

Clown

Invigorated bottles work for survivors as well as Clown, so those are a side grade. Reload is nice, but the Tonic nerfs and the faster blooms remove the skill of Clown. Some changes can be kept, but most need reverting.

Stuff to keep for sure:

  • Increased movement speed while reloading to 2.3m/s (was 1.61).
  • Decreased the time it takes to reload to 2.5 seconds (was 3).
  • The inputs for reloading and charging a throw can now be held, starting the action as soon as it becomes available.
  • Smelly Inner Soles: Now increases movement speed while reloading by 15% (was 66%). Increase to 17.5% to be slightly better than old effect
  • VHS Porn (Rework): Now increases the size and spread of Afterpiece Tonic gas clouds by 10%.

Stuff to maybe keep:

  • Increased Haste effect of Afterpiece Antidote to 12% (was 10%).
  • Increased spread of Afterpiece Antidote gas clouds.

Stuff to remove:

  • Decreased the time it takes for Afterpiece Antidote gas clouds to activate to 1 second (was 2).
  • Decreased the Hindered effect of Afterpiece Tonic to 12% (was 15%).
  • Decreased the Hindered effect linger time from Afterpiece Tonic gas clouds to 1 second (was 2).
  • Solvent Jug: Now increases Invigoration duration by 0.5 seconds (was 1).
  • Flask of Bleach: Now increases the Hindered penalty from Intoxication by 2% (was 4%).
  • Sticky Soda Bottle: Now increases the Invigoration effect by 1% (was 2%).
  • Cheap Gin Bottle: Now increases the Invigoration effect by 2% (was 3%).
  • Cigar Box: Now reveals auras within 6 meters (was 16).
  • Ether 15 Vol%: Now increases the duration of Intoxication by 0.5 seconds (was 1).
  • Garish Makeup Kit: Now increases the duration of Invigoration by 1 second (was 2).

The Knight

Greater patrol paths are nice, but if the standard comes up so fast, it doesn't really encourage using the longer paths... Knight has counter play via learning to use windows and vaults vs. the guards...

I don't think the banner durations kill tne character as some propose... but I also dont feel the durations of guards felt like they needed to be touched... however if they are being touvhed, these chanegs dont make sense. The Carnifex doesn't need an 8s banner, he is has his role to break things, and its good. He doesnt need the chase, he should remain the same as the assassin. The jailor on the other hand, the whole point of the jailor is to occupy survivor time... with this lower banner time he has no purpose... He is the one that should have the longer chase.

So if it were me:

Stuff to keep:

  • Increased max patrol path length to 38 meters (was 32).
  • Increased patrol path creation speed to 15m/s (was 13.8).
  • Increased patrol path acceleration by 2x.
  • Increased strafe speed while creating a patrol path to 100% (was 25%).
  • The input for starting a patrol path can now be held, starting the action as soon as it becomes available.
  • Call to Arms: Now increases patrol path length by 4 meters (was 10) and path creation speed by 7% (was 16%).

Stuff to remove (or at least tweaked to make sense):

  • Increased the standard spawn time of the Carnifex to 8 seconds (was 5). If banner times must be nerfed, 4 seconds.
  • Decreased the standard spawn time of the Assassin to 4 seconds (was 5).
  • Decreased the standard spawn time of the Jailor to 4 seconds (was 10). If banner times must be nerfed, 8 seconds.

If you wanna target unfun things on these killers for low level players....

Yes these mean these killers are getting buffed... but neither of them needed nerfs.

If you want to help the new player experience vs. these killers, the increased spread and speed on Clown's Antidote requires him to be more careful with them, but Clown is pretty much fine really since his VFX nerfs.

For Knight, if you wanna reduce his new player domination, make the mechanics around looping guards less obtuse. I know how to deal with the guards, but ithe walking across the vault and then mid vaulting it is completely unintuitive and it's hard to teach someone cause it doesn't really make sense.

Honestly I'd be more in favour of making guards faster and scarier, if only the methods to loop them were more logical. Remove their ability to vault (since the tech does that anyway) and buff their numbers... this will help new players 10 fold and make the guards more fun for both the Knight and Survivor

Comments

  • UndeddJester
    UndeddJester Member Posts: 4,970

    Just a boost, to hopefully get a little more traction prior to the release 😏

    No down votes thus far... so seems promising... but don't expect that to remain unopposed xD