http://dbd.game/killswitch
Random Killer Changes I'd Make
I was thinking of little things that would help killers. With a focus on it being a mix of more thematic and/or buffing them in some aspect. Let me know what you think.
- Ghostface - Basekit Driver's License + Drop Leg Knife Sheathe.
This might sound a little absurd, giving him his best add-ons base kit, but hear me out. This is a personal opinion of mine, but Ghostface is one of the worst killers in the game right now. I feel like at competent levels these add-ons just give him a fighting chance more than anything. On top of that, I feel we can make getting marked more threatening and rewarding for him at a distance. Encouraging more sneaky and deceptive gameplay.
Currently the best way to play Ghostface is to 99 a stalk until you're close enough to secure the hit. I'd say this is also a bit of a skill check for him too, managing your stalk bars. But good survivors will spot you pretty fast and once/if they break you out of stealth, will play in your face forcing you to hit them. It kinda raises this question of if I wait for my power to come back, then take 20-40 seconds of my 60 second mark to down you, is it really an instant down?
So here's my thought process: By giving these add-ons we help him where he's weakest. The actual chase, and gen control. Sure you're exposed, but that's really it. Outside of that you're against an m1 killer with occasionally no red stain. That is scary, but again, good survivors anticipate getting marked. So often they're already planning their escape to safety. And for the times you actually do stealth on them its all irrelevant. So having a little catch up tool only really helps his chase and nothing more. On top of that, moving to driver's license, it not only helps his gen defence but also add's more depth to his stalking. Now you can choose to mark someone from a distance, basically wasting the down for a bit of regression and carry on elsewhere. This puts a lot of pressure on survivors too because now they're useless for altruism. So the mark gets a little more instant reward on top of this, essentially just buying a little extra time. Because remember, it explodes the gen but also blocks it. Which means it doesn't regress at all. So you can't explode it with driver's license and pop it and surge it. So it's not super overpowered. All this just rewards him for playing at a distance, plus he is the entities favorite after all.
2. Give the Xenomorph undetectable upon leaving tunnels.
Xenomorph is underwhelmingly sneaky, and honestly it seems like they were balanced to be more sneaky originally. The thing is, since Springtrap's release, the devs have become more generous with undetectable. Springtrap get's I think 10 seconds or so? It's a long enough time to actually stealth around. On top of this his teleport mechanic is a lot less telegraphed, if not similar to Xeno's. The reason I want this is also to make turret's beeping be more of a useful mechanic. Because I don't need it to rapidly beep when I can already hear the terror radius. This would make more thematic sense for Xeno as well since they're usually sneaking around unseen. Along with adding more tension as you hear the turret going wild but don't know where they are yet. Making turrets an even more valuable resource for survivors. This would be a buff that at worst is a little more helpful for the killer and at best creates more terror.
3. Pyramid Head's cages teleport independently on the first hook stage.
In a discussion I made a while back expressing my thoughts on his cages, someone suggested this to make them more interesting. I liked it, as it added urgency to saving people from cages. As well as making the first hook stage on a cage more valuable, since it's usually best to save it for second stage (or at least used to be, I'm not too sure on the PH meta anymore outside of flicking like a mad man). This would not only be a better solution to his tunneling issue, but also provide a more interesting layer to the second half of his power.
Every couple of seconds (I'm unsure how long would be best, let's say 30 meaning it teleports twice before second stage) the cage will automatically relocate, and the range on the relocation is much larger for when the killer is near. To clarify, the last half of that sentence is in regards to when PH enters range of the cage and it gets sent away, as you can still camp pretty hard currently. This adds more tension, more interesting gameplay, and slightly less headache. But I also understand that this could be massively annoying if you're about to save your teammate from hitting second stage and they teleport across the map again. But hey, that means they're lethal. Ideally they'd spawn far away from all players, rather than Pyramid Head himself. This is mostly to mitigate the issue of caging a survivor and losing all your pressure as they're instantly unhooked.
This is the most dramatic change, but I bring it up because I wanted more than 2 changes in this post.
Comments
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Every couple of seconds (I'm unsure how long would be best, let's say 30 meaning it teleports twice before second stage) the cage will automatically relocate, and the range on the relocation is much larger for when the killer is near
As person who use cages for redirecting players and the only way for map pressure on this killer I heavily dislike this idea. We have RNG in this game. I would like to have some reward for understanding cages logic
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Is there even some logic for cage spawn I thought it spawns as far from the killer as it can and doesnt count survivors unlike pinheads box.
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There are usually 4 spots on each map where cages should spawn. Load custom in Tower Coal and test. If you play him long enough, one way or another you starting memorise them. It’s random only if u are sending in middle.
Personally if I wasn’t using cages for tunneling (more likely late game when it’s 3 vs 1) I sent downed survivor in cage if I knew he is gonna spawn to other end of the map with zero gen progress .
So, at least two people (caged and rescuer) have to waste their time in not beneficial area, and I can win more time for gen defend. It’s like his ONLY way to apply map pressure.
I wasn’t really holding 3gen before quitting and was more into tunneling, so usually you also gained some benefits, if were sending cages to areas with zero resources left. Knowing spawn logic can help a lot in this term. It’s really flexible, so you have spend a lot of hours practicing. I still don’t remember every possible spot, even if played around 400 trials only on him3