http://dbd.game/killswitch
Basekit changes for Survivor and Killer
First of all, having had a pause from the game and coming back, to have found that DBD has taken initiative to fix certain core gameplay elements, not with situational perks, but with core gameplay changes, like Built in Borrowed Time, the Hatch closing mechanic, and allowed slugging/all hooked DC, makes me proud!
The basekit initiative has helped so much with addressing common frustrations many DBD players have, and has done so in a way that doesn't cripple build variety.
To add to the initiative, there are a couple of changes that I'd wish to add to even further better the core experience
Goals:
- To disproportionally help newer players with the daunting experience that is being new to DBD, comparative to SWF's
- To help killers that are falling behind, like M1 killers or setup killers
Suggested changes:
ENTITY'S GRASP:
(Similarly to corrupt intervention)
- All generators are "Held" by the entity at the start of the trial, with each gen having a total of 3 arms
- The arms automatically decay, with the first arm after 10 seconds, 2nd arm at 20 seconds and 3rd arm at 30 seconds
- You can accelerate the decay by "pulling" on the arms, which speeds it up by 25% + 5% per extra survivor
- Hex totems aren't visibly lit while the entity has generators in it's "grasp"
- Starting a chase / injuring a survivor removes all arms from all generators
This way, killers with mobility won't be at half a generator disadvantage for not being able to teleport / dash through the map, and makes it less punishing if you gamble wrongly at what generators survivor starts, as not finding them right at the start can put you at a severe disadvantage. Killers with traps will also have a little bit of time to get setup to make the match more fun
FRIENDLY GESTURE:
(Similar to bond)
- When a survivor is standing still for 1 second, they can see the aura of all survivors within 32 meters
This will massively help newer survivors find other survivors to be able to get healed so newer players don't get caught injured as many times and have an idea what's going on around them, helping bridge the gap between Solo players and SWF, allowing for better balancing of the game
SURVIVAL INSTINCT:
(Similar to Windows of Opportunity)
- When a survivor gets injured, they see the Aura of Pallets and Windows for 7 seconds within a 32 meter radius
There is a reason why Windows of Opportunity is the most used survivor perk in DBD: Especially newer players absolutely need it, as for them, not having map knowledge, not knowing where any pallets are is what has created the biggest divide in chase time between new players and long term ones, due to it being extremely difficult for a new survivor to navigate a randomized unfamiliar environment, where as it being relatively easy for newer killers to just "follow" a different survivor along an area they don't know.
Conclusion:
These changes to core gameplay are meant to lower the gaps between stronger and weaker killers, as well as help breach the gap between newer players/solo's and SFW, so that newcomers have a better experience when entering the game for the first time
They are also designed in such a way that they don't completely remove the use for their "similar perks", allowing those perks to remain having clear advantages
Let's keep the core gameplay initiative going until we have nailed the base experience down!
Let me know what you think about these changes in the replies ❤️
Comments
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I would say the time to see other survivors should be longer because seeing other survivors without a perk is crazy strong information. It also should not show auras or survivors in chase so it can’t be abused by SWFs or flashlight savers as easily.
I pretty much solely play survivor these days whenever I do play.
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That is the mistake in mindset though, many SWF already have access to each other's information and location through coms. It's only the solo players that don't have access to this, which is what creates a gap, and this gap makes the game harder to balance. The smaller the gap, the easier it will be to balance the game
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auras are always stronger than comms when it comes to sharing info because they give accurate and up to date information.
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Which is perfect, because both killers and survivors are getting stronger from this update, and it sets a healthier floor for game balancing after as solo's won't be as near at a disadvantage anymore compared to swfs
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I would disagree with you. It was multiple times proven Discord beats everything. People even streamed how they 4 man perkless squad outplayed killer just by using voice calls. Also voice call completely removes any stress and doubts from game as one who loops killer tells others what to do. It's win-win scenario in comparison to SoloQ players who must pick auras to be effective.
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I agree. Coms not only tell you where survivors are, it also tells you where they are going to be. Coms essentially give all survivors in a team permanent info on where everyone is and lets them see into the future as well. As a completely free perk, that's a hell of a powerboost
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Yeah i think this should help the whole gen rush BNP and such in the early match.
It will act like corrupt intervention except they should make it so you can still start repairing at 2nd entity arm on the gen, but at much slower speed and you cant install brand new part until those arms fade away.
I think a lot of people wont agree with me on this but i do play both sides regularly to grind BP faster and prestiges.
See i have to say i dont get SWFs often as they usually just do 4 stack but there are times where i get put in a lobby with 3 friends which is my best guess or randoms that decided to party up.
Anywho in the start i basically always run toolbox but not BNP just regular eliminate skill check and increase speed by 20/30% on top of mine.
We speed through gens when 4 of us work on it asap in start if the killer takes longer than 30s to find us.
Then we spread out and basically manage to get down to 2 to 3 gens left really fast before 3 minute mark which is just insanity to me because the killer waited in queue probably 7-15 minutes depends on timezones and stuff but my games usually take 7-15 mins to find a match in EU crossplay on.
Basically at that point we are usually on 1st hook state, not all of us but some.
But when i play killer mainly and only michael it feels very noticable, makes me want to run corrupt but i refuse to because its like (whats the point in losing one perk slot for a perk that prevents them to just gen rush first 1-2 gens before you get to them).
So i think baseline kit for gens it should be some kind of lore that outer gens have entity grasp effect like you mentioned.
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Also generally speaking this really wont make casuals or new players lose more, like if we really look into it how it should effect match it will just prolonge it because they will spread out or at worst case scenario wait it out at that spot but even then i believe that randoms and casuals new players will only stick to following 1 survivor and rest spread out or stick to duo.
This will generally help the early game where comms wont give you the advantage and playing in a 4 stack wont give you ability to just spawn in rush 1st gen where the killer wont go to and be done with it.
Thats usually how it goes they rush 1 gen, 4 gens left they spread out you find one or two or three and you go for 1, the others scatter and continue usual gen repairs.
The closer gens to the center of map high risk high reward, this will enable 4 stacks to actually not only rely on comms but actual skillful planning how to move to the gens that are not under entity grasp.
In short:
- it will make matches more balanced and fair for queue waiting time for killers
- gen rush in early game will be somewhat unavaliable, it should promote more healthier way of playing by using strats to move through map without being seen to the gens that are not under entity grasp.
- gens will still be viable to fix but at much slower rate in start as you stated until 3 arms fade away fully.
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please read what I just said.
auras are always stronger than comms when it comes to sharing info because they give accurate and up to date information.
in any case unless your proposal includes nerfing survivors' skill ceiling in any reasonable ways, you are not making a convincing case why we should trivialize yet another form of survivor high end skill expression.
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Coms tell you everything. Discord is more than all existing aura perks together. For example, just running around (assuming we are used to play together and you understand my calls) I can tell you where are totems, which gen to repair, what killer does so you won't be stressed if you are in it's terror radius, where are dead zones without pallets, who goes to unhook… Literally everything.. And if it's 4 man squad, it's very easy to cooperate as you almost entirely remove random behaviour factor and free space from aura perks as you don't need them anymore.
Like check how pros play. They even devided map into numbers. What was fastest gen rush record? 5 gens 2-30? Killer in this game is plaything
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Kindred without killer's aura 100% must be basekit. It has 0 value to SWF and so much for Solos
Post edited by sethrollins on5 -
I agree but then something needs to be done for killers too because gens fly by and trust me they will fly by once they allow survivors to see each other perks in lobbies + if they add these basekit changes to survivors.
Something needs to be done for early game for killer side.
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yeah some killers will cry but it will also benefit them if soloq are buffed closer to SWF so that game can be properly balanced around that level while now its in between.
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This! It's really not about making one side stronger than the other. It's about making soloq and SWF play at a more similar level to allow for balance and address common frustration points for both killers as survivors, like we've done in the past!
I don't think too many serious people will complain about basekit BT and longer gen times after they've gotten familiar with it, and I doubt they'd try to reverse these changes once they were in play either
(The entity's grasp implementation could vary slightly but the main idea would stay: Slow gens down until the killer has found the first survivor)1 -
The entity's grasp implementation could vary slightly but the main idea would stay: Slow gens down until the killer has found the first survivor)
They already did this though. I get that it might be bugged currently sometimes, but having all survivors spawn together does this.
You have to walk across the map to work on separate gens, and working on the same gen together is way less efficient, especially early game. Likely, you're walking into the killer doing that.
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The thing is that normal M1 killers may only arrive at the place they all spawned together once half a generator is already completed, and in unluckier situations worse, which unnecessarily puts low-mobility killers behind in a part of the game that doesn't even involve much gameplay
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It's the second part of the problem. But to reach it, Devs must equalize SWF and SoloQ. Then they will have real numbers of actual power killers have and see what needs to be fixed.
I'm all in to give Soloq Kindred and maybe few other Aura perks as base kit. But only aura perks that compensate information people can get from discord.
Then after Survivor experience and power level will be on close to similar power level balance killers.
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Yeah pretty much like you explained and put it into context, until then we probably wont get the basekit corrupt intervention, which is going to help a lot in early games, and for people that worry if corrupt will become useless, if they do add that entity grasp thing then corrupt will just amplify its effect from further gens.
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all you did was give killers a worse corrupt and give survivors big buffs with aura reading
solos are only bad because they don't do gens and can't read a hud to save their lives(literally in this case)
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And because they can't heal as easily and waste a lot of time compared to SFW's, which is why Behaviour is forced to keep killers weaker than they have to be against SWF's, to balance the books.
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bull. we're in a healing meta since healing across the board got buffed and usually people use resurgence which cuts down healing drastically
survivors can't read a hud or they'd be more efficient since it gives swf lvl of information since it tells you
who's in chase
who's healing whether it's self or another survivor
who's doing totems/chests
who's doing gens
the only thing it doesn't tell you is
the exact location of the killer/survivors which survivors can bring aura perks
also if survivors just rushed gens and read the hud the killer can't do anything about it especially since it's a 4v1 they can only chase 1 person at a time (besides nem)
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