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A compromise variant of the 9.2 update.

TheSingleQuentinMain
TheSingleQuentinMain Member Posts: 173
edited September 3 in Feedback and Suggestions

The following is a bunch of alternative solutions to the idea in Patch 9.2, ones that aim to try and fix the unintended consequences. This is coming from a person who plays about 60% killer, 40% survivor. I'm open to and kind of looking for critique.

Anti-Slug:

Problem it's trying to solve:
Slugging that's unnecessary, and allowing survivors to recover from losing games. Sometimes there's one survivor left standing being chased, while one person is dead, another is slugged, and another is on the hook. Often times this leads to situations where the best that will happen is a slow, drawn out defeat where the survivors manage to trade whose in the dying state/on hook.

Problem with current solution:
Survivors can pick themselves up to counter excessive slugging (which is fine) but slugging is sometimes a counter to things like sabo/pallet/flashy saves, as well as anti-hooking perks like flip-flop/boil over. Additionally survivors will no longer have to get there teammates off the ground in some cases which normally bought slow down.

My solution:
When only 1 survivor is not in the dying state, hooked, or caged for 25 seconds or more, the survivor whose been in the dying state the longest will be able to use the Unbreaking Circle. Unbreaking Circles form around the nearest hooks, relative to the survivor in the dying state. If you fully recover, and then spend 4 seconds on top off an unbreaking circle, You can pick yourself up from the dying state, and will be granted 3 seconds of endurance (just to prevent instantly going back down, but not by much)

However, if you touch an Unbreaking Circle, you suffer the deaths grip effect for 10 seconds. Under the Deaths' grip effect, if you are picked up by the killer, they are immune to pallet stuns (pallets will flat out break like spirit fury, whilst not stunning them), blinding, or any perk related stuns that would normally free a survivor being picked up. Additionally, Hooks which emanate an Unbreaking Circle cannot be sabotaged.

Killers cannot see unbreaking circles. If the last standing survivor is downed, the circles stop working.

The idea here is if the killer has the opportunity to pick you up instead of slug, they should be doing so, and to help survivors in a loosing fight have a chance to recover. This way slugging just to slug can be comparatively countered. Also, this will allow survivors to have a chance at escape when hatch is closed, but killer is guarding the exit.

ADDITIONALLY: As a singularity main, I almost think putting a survivor in the dying state should remove slipstream. My only hesitation with that is because anti hooking perks (Flip-flop, boil over, etc.) kind of make it impossible to hook people sometimes, and you physically have to slug.

Anti-tunneling:

I'm not going to address each individual problem with the current anti-tunnel ideas they have, I'm just going to suggest my alternatives, because I feel like there is too much back and forth to unpack with it.

Problem (A): When a survivor dies, the game is much more sided for the killers advantage, which makes sense but depending on when a person was tunneled, it can be pretty hard to win. Similarly, when gens are flying, the game feels extremely unbalanced for killer, and it feels like their only option.

Solutions:

  1. Gen regression should be based on the following equation: Gen Regression = (5% * number of survivors alive) + (2% for every survivor who isn't dying, on the hook, or in a cage). This way Gen regression is less effective in games where not many survivors are available to stop gen regression, but only by a minor amount where you are still better off with your teammates not dead or anything. This is technically a buff since gen regression will start at 28%.
  2. When a survivor dies and there are 3 or more generators remaining, gen repairs are 8% faster until 2 gens or less remain.
  3. Certain perks will be weakened when a survivor dies, but not disabled. Examples: Pain Res will deal 25% less regression, Deadlock will last 18 seconds instead of 25.

The idea here is tunneling will still be effective, and teammates won't think it's worth it to let allies die, but the effects are slightly lessoned.

Unique Hook Rewards:

Problems it's trying to solve: Killers aren't really rewarded for anti-tunneling playstyles, and base kit mechanics don't give killers enough tools to avoid tunneling (such as finding survivors they haven't hooked yet).

Problems with current Solution: Certain killers gain much more from this than others, like the gen kicking bonus. It also might not incentivize the anti-camping playstyle people expect because kicking a generator might be kicking one on the opposite side of the map from the survivor you hooked, or it could be right next to them.

My Solution: Instead of bonus regression on kick; There is first, an 8 second delay, after which
- all generator repairs are 5% slower for 10 seconds, while you are further than 16 meters from the hooked survivor. After this period of 10 seconds…
-all generator repairs are 5% slower for another 10 seconds, while you are further than 32 meters from the hooked survivor. After this period of 10 seconds , the slowdown no longer applies.

The idea here is that it doesn't disproportionately help low mobility killers (such as trapper compared to Mastermind).

My solution for not being able to avoid tunneling due to not finding people:

I need to get back to you.

Post edited by TheSingleQuentinMain on

Comments

  • SoleDread04
    SoleDread04 Member Posts: 15

    I like your ideas a lot. I feel as though these would make it a lot more balanced than what they are suggesting. Though, I wonder if any of these problems, even with the new updates, will actually be solved. Or if this game has the potential to actually be balanced. I feel as though a lot of these issues come from skill level. New killers tend to tunnel and slug, some killers like Bubba or Twins rely on short term slugging, and more often than not, you will get tunneled or slugged. I dont think people are realizing that these changes may not actually be as effective as they believe. Some killers won't care about the bonus to gens. They got a kill, why should it matter? There's multiple issues with this game as a whole, than I think the devs can handle. Slugging, camping, tunneling, toxicity, bullying, hacking, thats a lot when you think of it. Some are going to be completely unbothered by these changes, and the people bragging about them are still going to be upset when they do get tunneled or slugged. People are not realizing yet how this will effect the game's functionality.