http://dbd.game/killswitch
The game is not Killer or Survivor sided, it's Bully Squad sided.
Yes, it is a bit early to jump to conclusions before the PTB gets revealed and had a proper test with it, but I have been growing very worried about these changes the more I think about it.
I've been wondering about the state of the game ever since the Walking Dead chapter dropped all the ups and downs of the game, all the baffling changes and decisions.
As someone who has played both sides, though more survivor as of recent, even I have to agree that I don't really like the direction they're taking with the Anti-Slug and Anti-Tunnel with what they showcased at the moment.
For the slugging side of things, it's going to be heavily exploited by SWFs and bully squads that know what they're doing. As if Conviction, Soul Guard, Unbreakable, Exponential and Flip Flop and other perks that pick the survivor up or buff the dying state are bad enough, if the Killer for example downs them with Forced Hesitation and Infectious Fright and chases after that other survivor, they'll just crawl their way to the pallet with Power Struggle ready to proc or pick themselves back up if they take too long to down that other survivor.
Literally no matter what the killer does even if they pick them up, or try to keep pressure up, it's going to be a lose lose situation regardless. You chase another survivor with a flashlight, they'll loop you for 40 years and the 90 seconds will be up and pick themselves back up onto a generator like nothing happened. You pick them up, you either get flashlighted or pallet stunned via another survivor or Power Struggle. It's going to make killers like the infamous Twins or killers that have their strength in keeping pressure with slugging doing jack all and hurt them in the long run if this does not get changed after multiple tests when the official PTB comes out.
Yes, getting slugged DOES suck on the receiving end of the survivor side and it's basically a game of hiding in the corners of the map until you're bled out or picked up, but this is 100% going to be weaponized by SWFs and I'm genuinely worried for the killer side of things.
As for the tunnelling changes, boy do I have a LOT of words to say.
It's good on paper to spread hooks around, maybe add like a bonus point like the old BBQ and Chilli where you get bloodpoints for hooking different survivors while granting the aura reading effect, and a majority of killers love it. [well mostly for the bloodpoints part] But this here, the way it's written and the effects to sway away from Tunnelling, it's basically the definition of a middle finger for killers that desperately needed a kill to get some early pressure.
For the one positive of this thing I will slam down on, the unique hook idea is nice, getting a mini Haste, Mini-BBQ and extra Generator damage is a welcome change and a weakened version for killers that can get around the map faster like S-Tier killers like Blight and Nurse.
But this is the part where my positive end, and my questions begin arising. Literally if you ignored the game's advice of juggling survivors because they're literally about to get 4/5 gens done and you desperately needed a kill and tunnelled that survivor before you hooked 6 times. Congratulations, you are punished for trying to secure a kill.
- All remaining Survivors gain a repair speed bonus [of unknown percentage] for the rest of the Trial and you cannot regress or block the generator.
Like I'm sorry, there is a bajillion other ways to make this effect sound far more better and appealing that doesn't feel like kicking in the killer's balls.
Maybe have a -10% penalty on the first tunnelled survivor then eventually get to 15% then 20% to regression to the other 2 survivors much like how they get a gen speed boost if their teammate gets tunnelled out [maybe harsher for a certain period of time], maybe slow down the generator kicking speed? Or something that doesn't restrict the killer when the game is not going in their favour? If you take away their ability to regress generators or block them, [according to the post, doesn't specify but imagine if it's permanently in the rest of the trial] then you basically just gave Survivors the easy win and a slap in the face to the struggling killers and Sadako mains getting a Condemned kill.
And I know for a fact that people are 100% going to abuse this feature to it's absolute limits, this legit CANNOT go live for me at least, a casual Solo Queue player that plays with friends a few times. This will 100% turn DBD into a Bully Squad paradise and this seriously needs to change when the next PTB drops because the Survivor role needs to be toned down- no not the survivor role, that's too killer opinionated, the SWF role needs to be toned down, the usual SoloQ would probably struggle to get a grasp on these new perks and builds to make them work but those guys, they'll be the reason why a lot of killers will desperately beg for BHVR to nerf the survivors.
I do not want to be playing as Kaneki or anyone else running DMS + Pain Res + Grim and another slowdown perk every game because they have all these tools to kick me down with it's bad SBMM system, I want to find a good sweet spot between a good thrashing of asses, and getting my own ass thrashed fair and square.
But that's just the opinion of me, a random stranger being frustrated that the killer side is getting the short end of the stick as someone who is playing survivor more, because despite the salt and complaints, they can be REALLY good if given the chance.
[But nah, let's nerf Franklin's Demise because we can't let killers have a counter to the healing meta and the new map and keys system.]
I'm just worried about you guys, really really worried. You killers deserve better.
Comments
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So, SWF sided? We all kinda knew about that already.
But, it's worth mentioning still. The aura read the unhooked survivor will get will make it easier on SWF to relay information as well. Not that I'm arguing against it, just stating fact.
Good read otherwise, I agree with most of your points. Though, I do want this to go live to gather the information and show people that yes, while killer can manage even with these changes, there are things on survivor side that will make it tedious or stacked against them no matter what they do.
And as a soloQ survivor most of the time, I am dreading the SWFs that may end up letting me die on hook for a minuscule repair speed bonus…7 -
And also @Lorisidir_Giichi as well good read too.
I actually believe in them making some noticable changes that will punish SWFs now since baseline pop, bbq, haste is coming to the game.
This is a huge thing if the values for pop and haste is decent and bbq actually does what bbq does.
This free's up a slot or two for perks that wont be needed to run now you get free aura reading for hooking, you get an extra gen kick regress on top of existing gen kick value.
Im kinda praying on the fact they add a hybrid mini corrupt baseline which wont affect lower mmr or avg lobbies even only prevent as you said SWFs to popping one or two gens fast in start, i made a post about this so feel free to check it out! Lets make it happen!
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That's actually kind of a nice view on this.
More perk slots for other things like chase or stealth is more than welcome, but we need to see how all this plays out in the PTB.
Plus, we do know there's a killer improvements update in the horizon too, so we at least have that in case things are the worst case scenario.1 -
People fully sadly overlooked the fact Ryan put at end of each anti tunnel and slug changes a slight dev note we are going to see perk re-adjustment for both killer and survivor in this area.
I think we just have to wait and see because if fog vial got extreme treatment because people on forums and streamers complained less than this then we are just bound to take over as community voice and guide the changes.
Two things worry me only and which is that killer side of mains that dont see this as a good thing aka freeing up 2 to 3 perk slots for them so they can run other perks for their builds because many many people always say Pop is a must and BBQ Is like a mid perk that can come in handy especially againts swfs that like to spread out all across map and bait for chases and force your attention on people nearby and not survs on gens.
The other side is survivors demanding killer changes to get nerfed on the other side.
Soo same stuff but worse scale will happen what happened to fog vials aka we can expect some stuff to not even hit PTB or worst case scenario get removed within 1 week of play testing.
Pop and BBQ will give me an insane equal footing due to the perks i personally run and i also run michael as my main sooo we will see
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I think many people have little trust and faith in the devs at this point. Some most likely think the basekit pop is going to be some token buff like 5% me somewhat included. I worry all these let's wait for the numbers guys will be disappointed.
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Yeah im worried for the % values.
If its as low as 5% thats not good at all for pop that is lol
For haste that is a noticable difference to be able to flick before they vault over.
Bbq wise they have to keep it as it is and adjust the existing perk into being viable to run along side existing baseline one
Pop just has to be like 10% ill be grateful for that or that it stacks perk hook it starts 5% then +2 +2 +2 until it caps 4 unique hooks
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I have already seen survivor mains talking about how to exploit and bully the killers into going afk and leaving. Its scary, because ultimately it will encourage squads.
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It's been survivor sided for a long time. Its just a majority of survivors just kinda… suck at the game.
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That part will be main priority even Otz, and other creators confirmed this, the community is in high alert way more than what they did for fog vial.
You can see that they are silent which means silence speaks more than words
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Its been swf sided all along from first moment game was released and chapters like twd proofs that its still swf sided, swf can do what solo q survivors can only dream of and toxicity of most swfs if things dont go their way or killer plays the way they disslike is huge towards the killer sometimes even other survivors.
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You chase another survivor with a flashlight, they'll loop you for 40 years and the 90 seconds will be up and pick themselves back up onto a generator like nothing happened. You pick them up, you either get flashlighted or pallet stunned via another survivor or Power Struggle. It's going to make killers like the infamous Twins or killers that have their strength in keeping pressure with slugging doing jack all and hurt them in the long run if this does not get changed after multiple tests when the official PTB comes out.1: How was it that the survivor was slugged for 50 seconds before this scenario?
2: If there are two other survivors hovering, well then they have a lot less gen pressure.
3: If you do manage to down another before they get back up, the game has massively swung in your side
Survivors trying to rescue each other isn't bullying (unless they literally aren't trying to do gens). They sacrifice gen pressure (their objective) for trying to slow down kills (the killer objective). It comes with its own risks and rewards.
But this is the part where my positive end, and my questions begin arising.Buff killer good, buff survivor bad.
they're literally about to get 4/5 gens done and you desperately needed a kill and tunnelled that survivor before you hooked 6 times. Congratulations, you are punished for trying to secure a kill.If they're about to get the 5th gen done, what does it matter?
If they're already getting the 4th gen done, I'd rather face 3 slightly buffed survivors then 4.
All remaining Survivors gain a repair speed bonus [of unknown percentage] for the rest of the Trial and you cannot regress or block the generator.That's the big thing, we don't know the numbers. It's possible they're absurd, but I doubt it.
Or something that doesn't restrict the killer when the game is not going in their favour?So killers have always had this trump card for when things are going bad. 'I can just switch to tunnel' off a bad start. A bad start for survivors? Basically game over.
A bad start should have an impact (and it almost certainly still will). Hopefully though it won't be so massive in one direction.
And I know for a fact that people are 100% going to abuse this feature to it's absolute limitsI'm sure there will be survivors who will intentionally sacrifice one for the 3v1 as a type of challenge mode especially after it releases.
And I suspect death hook survivors won't be as cautious as they had been.
But abuse it? Losing a survivor absolutely weakens the survivor side. Even getting slugged and getting back up is a lot of time off of gens.
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ngl bully squads and swfs trying to win are very different things, i dont mind bully squads cause the games always get hella chaotic and it can be pretty funny, it's pretty boring tho when i play a low tier killer and its a 4 man swf stacked up on iridescent addons, however i still have a better experience as a killer facing that, than playing survivor and being slugged the entire match til i bleed out or being completely tunneled out of the game early ngl.
both suck but being on the receiving end of that as a survivor is complete tarnation atleast as killer i feel like i have a bit more control over my agony, but yes if survivors can kill themselves on hook and it punishes the killer for tunneling its pretty bad, however i did see someone at BHVR saying those really harsh anti tunneling thigns only happen if u hook someone 3 times in a row? however I saw that on reddit so could be cap.
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