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(Update 9.2.0) possible changes and ideas

Safe to say the upcoming changes coming to the PTB this week are interesting to say the least. Whilst they look to be a good indication of the devs taking a more hands on approached when correcting balancing, I believe that many players (including myself) may have some possible suggestions to improve the overall concepts of the changes before seeing the full patch notes.

Slugging reduction:

For the most part this looks great! Giving players much more agency when being left to die on the ground.

My only suggestions would be to possibly add a proximity around a dying survivor that suspends the 90 second pickup if another survivor is within a short distance (like how the anticamping works), so that killers won't be forced into unwinnable situations if survivors linger for a pallet or flashlight save.

The only other suggestion would be to not have survivors recover whilst moving, as with the automatic recovery and gradually increasing crawling speed, survivors will always attempt to crawl away and hide in order to complete the free pickup no matter what.

Tunneling reduction:

Oh boy this one is a doosey. Some elements of this update look like the beginnings of something great. However, others don't seem to hit the mark.

Beginning with killers no longer getting updated about unhooking. A change that allows for much easier resets directly under the hook. Which in reality should not be the safest spot to be doing such a thing. I for one would prefer this one to be reverted as to not boost the already powerful healing meta and to encourage players to still scatter and not remain stationed directly under the hook.

Then the survivor boosts post-hook. Absolute cinema. Removing collision has been requested since the games beginnings so it's nice to see it finally happen. Elusive is also a nice addition, bringing back elements of Stealth for the survivors which has been missing from the game for a long time. Seeing a nearby killers aura seems a bit excessive, especially when they have no way of tracking you. Plus this could lead to SWFs using the post-hook survivor as an observant on the killer that punishes the killer for catching them.

Having the last hooked survivor built into the UI is a lovely change for killers with this update. However, in terms of the benefits for "unique hooks" I would instead like to recommend a new killer statistic to kind of unify their design and future killer design. That being what I call a killers "Favour". A stat that would be present on their bios like terror radius, that determined whether the bonus they receive from performing unique hooks is low, medium, or high depending on their "favour".

An example of this would be a character like nurse having low favour. Meaning they gain a much weaker bonus for hooking unique survivors. Whereas a weaker killer like trapper would gain a large bonus for having a high favour stat. With more mid tier killers like huntress would have a medium favour. Basically balancing the mechanic for each killers strength (current and future).

Whilst we don't yet know the numbers for each of these bonuses, I have some predictions/suggestions based on my favour system above:

- Bonus damage for the next generator kick.

Low - 5% additional damage.

Medium - 15% additional damage.

High - 25% additional damage.

- Temporary Haste status effect.

Low - 5% haste for 10 seconds.

Medium - 8% haste for 20 seconds.

High - 10% haste for 30 seconds.

- Temporarily reveals Survivors.

Low - Reveals the survivor with the least amount of hook states for 5 seconds.

Medium - Reveals the two survivors with the least amount of hook states for 5 seconds.

High - Reveals all survivors for 5 seconds.

Dicentivising tunneling:

This should apply to both sides, utilising a system much like that of 2v8. Firstly by removing the game completely shutting down all regression/blocking of gens for killing a survivor (Give the onyro mains a break), this also removes an entire element of the killers gameplay for the entire trial which can be incredibly frustrating.

Then keeping the repair speed bonus if a survivor dies before 6 hooks as that only seems fair. Whilst also implementing a mechanic where if 2/5 generators are completed before 6 hooks, survivors instead gain a repair penalty in order to give the killer a chance against gen rushing builds. Similar to how it is done in 2v8 where the game will adjust generator repair speeds to account for whichever side is winning.

All the other killer changes are pretty fair and deserved. No more kidnap ghoul, nice buff for unknown, and keeping an eye on dark Lord before he becomes a problem.

My final suggestion would be potentially to merge myers pursuer mode with his charged up evil incarnate. Keeping myers an undetectable killer for most of the match who is a bit slower (potentially 4.4 instead of 4.2) whilst giving evil incarnate the buffs from pursuer mode like booster vault/break actions and reduced stun time. This way it makes him remain unique amongst the Stealth killers in the game.

Thank you for reading. I acknowledge we are yet to see the upcoming patch notes. However, I fundamentally did not agree with some of the suggested changes and felt the need to share my opinion with the community and developers.

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Comments

  • BugReporterOnly
    BugReporterOnly Member Posts: 784

    Maybe wait for the Ptb to go live before feedback we don't even know how this will play out yet.