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9.2.0 feedback

Elan
Elan Member Posts: 1,402

Slugging reduction update:

→ there is nothing good about this idea, the game is based around teamwork and those flat overbuffs make solo survivor capable of doing everything on their own. If you slug for pressure, them getting on their own after some time without intervention of other player isn't pressure

Solution: Completely scrap antislug reduction mechanic

Antitunnel update:

→ again everything is wrong about this one, killers are limited in kicks on gens, proxycamp, base antitunnel already exist and now they should get base off the record with haste and lucky break on top of that, while dissinformation killer about what's going on. Being limited and penilized for killing someone before 6th hook is crazy. Tunnel is 3 hooks on same person, therefore it should be "if survivor dies at total 3 hooks, not 6" at this point it's not tunneling at all. The only good thing about this one is rewarding killer for hooking and is the only part that should stay

Solution: scrap whole idea except for rewarding for unique hooks, it also depends on the value, best would be:

  • damaging gen per extra 10 % (15 % total)
  • haste of 10 % for 30s
  • aura reveal of minimum 10s

Elusive status effect:

→ basically removing option to track someone at all, bad idea

Solution: Completely scrap it

The Shape update:

→ I never really enjoyed playing Myers, but him becoming powercreep to Chucky and Pig is wrong direction and pretty much feels like they all have same power with some small differences. Keeping the stalk identity is fine, but him becoming dash killer is not it.

Solution: test and adjust on feedback

Clown update:

→ reverting is wrong way to go again

Solution: making his bottles equal (pink hindres for 2s and lingers for 2s, 15 % value) (yellow gives 15 % haste and lasts 8s, activation time 2s) Clown will never be truly anything fun about to play against and this will hardly change without rework but as we see every killer becoming dash killers, than yeah, I'm not sure.

Unknown:

→ fine changes, depends on how much time damaging weakend survivor will add

Dark Lord:

→ wrong direction, moving away from spamming hellfire was a good move and added a little bit more skill to use it effectively. While this removes zoning (i guess it will be less 5 % movespeed) spamming hellfire feels akward from both sides and again makes playing Pyramid Head less engaging with no additional powers. Nerf to wolf is unneccessary imo. Bat form movement tweak is fine.

Solution: keep buffs to bat form, add one hellfire pillar, scrap other things

The Ghoul:

→ sure, removing kidnap tech is completely fine

The Oni:

→ so it's "we give you more orbs, please don't slug." Fine, what about Twins? Taking Charlotte 60s to get somewhere and survivor crawling to Narnia, is that fine or they just completely ignore Twins existence?

Solution: reduction in base duration of Blood fury so it can't be used to slug entire team or increase reduction on downing. We all know, that one power use might be change from completely losing to completely dominating