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Lets talk about the on-going baseline additions in dbd (possible mini corrupt)

Coffee2Go
Coffee2Go Member Posts: 773

Since we are now seeing these changes happening i think its fair to assume and possibly have door open to request a "mini- baseline corrupt"

That would last for 90s to match the values of current upcoming changes.

That would deactivate on first hit (not a down)

That would also allow players to repair but not get any repair speed bonuses in the early-game.

So stock gen repair speed, cant apply BNP or use toolboxes (up for discussion).

So keep in mind this will be a mini corrupt and wont block gens just make it so both killer and survivor are on equal footing in early-game.

@Pulsar if you could give your input on this seeing how well this would synergize with upcoming changes.

Comments

  • Coffee2Go
    Coffee2Go Member Posts: 773

    Oh and forgot to mention since it would be mini corrupt so we should not be given highlight of those gens that are furthest away (since you can already assume and require skill to locate survivors)

  • Coffee2Go
    Coffee2Go Member Posts: 773

    And another thing is, new players and existing players that are in average mmr wont notice this at all so it wont ruin the gameplay for them

  • Coffee2Go
    Coffee2Go Member Posts: 773

    @cogsturning @UnicornMedal

    Opinions too?

  • ARIOSODEV
    ARIOSODEV Member Posts: 6

    I think that labelling this as a "Mini-Corrupt Intervention" is a tiny bit misleading. I was under the impression that you were advocating for a base-kit version of the perk itself, blocking generators, until I re-read the post a few times. Arguably, that's on me, haha.

    Anyways, I'm actually not against this idea, on paper. It does help mitigate the long-standing issue of Killers being at their weakest in the early game… But, here's the thing that's bothering me. Let's assume that this was added to the game, and it does help Killers in the early game.

    Wouldn't that mean that Killers would then start to struggle in the mid/late-game, instead? Because if survivors can't use their Toolboxes and gen-related perks right off the bat, they're just going to use them whenever it is that they're able to, and if that isn't the early game, then we're just shifting the problem to a different portion of the match.

    And while the idea of it deactivating when you get a hit on paper DOES sound appealing, I'm afraid that might open up a lot of other problems. If you're playing a Killer that's slow at the start, like Hag or Trapper, then it might be likely you get hurt even more by this. By the time you finish setting up, the Survivors will gain the ability to start using their perks and items and that's going to hurt these killers even more, because now they sacrifice early game to set up, lose mid game to the block being lifted by this point, and unless they have some sort of build to help them in the late game, or can hold a nasty 3-gen, what do they have at this point?

    And the strong killers are unaffected by this. A Blight or a Nurse can easily get the first hit very quickly in a match, rendering this somewhat useless, meaning the Survivors are only mildly inconvenienced at best.

    I feel that your mind's in the right place, but the idea might need a bit more fine-tuning in order to really shine. Please do correct me however if I've misinterpreted anything ^^

  • Coffee2Go
    Coffee2Go Member Posts: 773

    Yeah i hear you and its exactly the point to force mid game to late game outplays, generally this will give ALL killers on roster ability to start zoning out gens in early game and activly patrol as intended while also being rewarded for not tunneling and slugging, constant motion and mobility is what will be rewarded.

    If we give this to trapper, hag and many others that rely on m1 hits, trapper for example goes straight to shack if they spawn there, the survivors get like tops 30% done on gen im just raw balling it, by the time he comes he hits a survivor or first hits gen, then survivor, gets some % off of the gen, places traps to secure and get some proper equal footing outplay before that gen popped something he probably couldnt do before unless running actual corrupt as perk slot.

    This will also promote non meta perks, (you can still run corrupt obviously if u want to still not allow ANY progress and get it blocked until a down and a hook).

    Then we move on to mid game where this will promote skill usage and outplaying survivors or survivors outplaying killer on this matter.

    On paper it sounds amazing and when implemented probably will be hated by many cordinated people who want to use BNP get rid of 1st gen pressure.

    This will still allow users to use BNP on other gens that are closer and deadlier location so it promotes playing smart = still rewards you for it.

  • Coffee2Go
    Coffee2Go Member Posts: 773

    Regarding top roster killers thats the entire point that for them it will be negligible and they can still run corrupt if they fully want to secure all outer gens and get a hook in their existing 120s lockdown.

    This is generally intended as a universal mini corrupt to make it 50/50 as possible equal footing, if by logic they manage to pop a gen with mini corrupt this means the killer did not play right and had no game sense to use those 90s to land a hit and zone out gens

  • Coffee2Go
    Coffee2Go Member Posts: 773

    So weaker killers wont be forced to run corrupt as waste a perk slot this would be really amazing to synergize with the upcoming reward for haste after hook, so mini pwyf if you wish to call it?

    Basically it will be really nice change so survivors cant just pop their 1st gen againts weaker killers, mainly finish like a good chunk of it since start and make it a 50/50 situation.

  • Coffee2Go
    Coffee2Go Member Posts: 773

    Think of like a mini prep early game system for trapper, hag any many other to put down their abilities, and just have time to catch them before that 1st gen is popped due to them lacking mobility and not having to rely on running perk slot filled with actual corrupt that wastes a slot and leaving with 3 other slots for PWYF or Coup etc

  • Pulsar
    Pulsar Member Posts: 22,919

    Its alright, but it just shifts the pain until the mid game. Which is fine, I suppose.

  • Coffee2Go
    Coffee2Go Member Posts: 773

    Oh you actually give an approval for once haha, damn.

    Yeah it shifts more to mid which is where it should be honestly like outplays and skill based gameplay, better side wins in short

    Cheers!

  • crogers271
    crogers271 Member Posts: 3,245

    We kind of got mini-corrupt already with all the survivors being grouped together at the start, it slows down getting spread out on gens. It also make normal corrupt stronger, because when survivors used to spawn spread out there were times I just spawned on the edge of corrupt with a non-corrupt gen nearby.

    It's not a bad idea if KR dropped below BHVR;'s target, though it does make the beginning of every game the same. The initial game is no longer a choice of whether to do the gens or not, its to spread out and stealth. Not sure a slower start is what people want.

    No gen increaser early: Takes out the risky strategy of getting across the map and breaking a three gen off the start. I think that's an important game element that would be removed.

  • Coffee2Go
    Coffee2Go Member Posts: 773

    From my experience the swfs or just high mmr randoms tend to rush the gen they spawn together if its generally a non high mobility killer like nurse blight ghoul and other mentioned killers that Ryan mentioned in post.

    So what currently exist is more like QoL in terms of spawning than a corrupt since corrupt itself is oriented to prevent outer gens to be started on aka the gens that are near where survivors spawn.

    It would not be fully fair if it fully locked the gens and highlighted them because that would be like fully hand holding new killers so thats why i just went with ability to repair but not get any speed bonuses from toolboxes or BNP.

    We will see more if this is needed or not once the values and features drop in PTB.

  • Coffee2Go
    Coffee2Go Member Posts: 773

    Generally the whole point of this is to give all types of killers and playstyles a chance to break through that 3 gen zoning.

    So this should by paper definition allow killer to have a chance which gen should be done first if they dont pay attention then they still lose that gen that was started on by survivors in start.

    So you dont lose 1-2 gens (extreme situations) with these new changes that are coming

  • cogsturning
    cogsturning Member Posts: 2,101

    I'm okay with some variation of this concept. I think it should be the three gens closest to the survivor spawn (instead of the furtherst from the killer cause thats wonky sometimes), to force people to move inward and not all hop on the first gen they see.

    But if killers get more basekit perks then I would also like the slugging timer to be less than 90 seconds to make things a little more even. 90 seconds is kind of a joke. You can slug and hook everyone in that amount of time.

  • Coffee2Go
    Coffee2Go Member Posts: 773

    That would be really cool actually that instead of usual all outer gens the ones closest to survivors.

    So if only closest ones to them have this effect and have to outplay killer by being somewhat sneaky.

  • UnicornMedal
    UnicornMedal Member Posts: 1,528
    edited August 30

    I think I wanna see what the changes are like first before we go correcting any of it. Once upon a time, the game was balanced so that Killer having a head start made a lot of sense. But with so many things in Killers' favor, especially the endgame, I don't know that I'm ready to compensate too hard for anti-tunnel and anti-slug. But a head start mechanic isn't a bad idea overall.

  • Matt23leo
    Matt23leo Member Posts: 12

    I mainly play survivor, but I do enjoy playing killer at times. I think base kit corrupt is a great idea. Nine times out of ten killers run this perk in my survivor matches anyway, and it does help killers effectively monitor gens while locating survivors at the beginning of the match. I think this kind of general gen slow down is needed for killers and shouldn't have to take up a perk slot. When I play killer (mainly Mikey) I have to run it every time otherwise gens pop too fast. I think corrupt base kit would be great with the upcoming base kit mini BBQ and pop.

    I like a lot of the upcoming ptb changes, but I do think some of the values need tweaking. For one, the 6 hook requirement for killer shouldn't be so high. 4 or 5 maybe....but 6 is a little excessive. I also think the system shouldn't punish killers if they hook the last unhooked survivor if he/she does something like running into trappers trap (which i do all the time 😆).

    Anyway, I think base kit corrupt for killers is a good idea. 😏