My list of DBD changes part 1

Masterninja
Masterninja Member Posts: 461

Please focus on the ideas and concepts, the numbers can always be tweaked.

GENERATORS

The generators pole makes it very easy to find them. Makes some perks and map items almost useless in outdoor places. The pole needs to be shorten by half.

Gens can no longer spawn within 26m from each other, except in double floor maps. Totems no longer spawn within 12m from gens.

Objective rework

Brand new part now is a Limited item instead of a toolbox addon. Now 4 of the 7 gens on the map are Incomplete generators. Repair time of 70s instead of 90s and regression speed -0,5c/s instead of -0,25c/s. When these gens reach 50%, they can no longer be repaired, to continue, survivors will need a Brand new part or a Gas canister. Incomplete generators can still regress to 0% even if they are more than 50% repaired.

Now there's 4 Heavy locked chests on the map (revealed to killers all the time and to survivors within 4m). replacing the 3 normal chests (coin offerings still add normal chests). Unlocking Heavy locked chests takes 20s, very hard skillchecks appear every 3 seconds, they grant +15% progress, failing doesn't alert the killer nor loses progress. Once the chest is open, you can rummage (8s) to get an item. Survivors can see the aura of dropped Brand new parts and Gas canisters from anywhere on the map.

Put Brand new part: complete minigame (up, down, left, right) 15 steps. Put Gasoline: hit back and forth "wiggling" skillchecks for 8s. Failing a step or a skillcheck causes the gen to explode.

Killers like Chucky and Freddy could interact with them. It would increase the value and popularity of maps, keys and weak perks. It gives the chance to make new unic perks.

KILLERS

Remove Bloodlust Tier II and III. Now Pallet saves have a 0,1s window, stun duration from 4s to 3s. After being stunned while carrying survivors, Blight, Spirit, Ghoul, Lich, Vecna, Hillbilly, Wesker and Nurse can't use their powers for 6s.

Increase hooks number on maps by 3. Hooking a different survivor from the last one hooked causes:

  • +5% damage to the next generator kicked.
  • +15% Haste for 10 seconds (starting a chase ends the Haste).
  • All survivors with less hooks and more than 50m away are revealed for 3s.
  • Blight, Spirit, Ghoul, Lich, Vecna, Hillbilly, Nurse and Dracula do not receive these effects.

When there are 2 gens remaining and the killer has 0 - 3 hooks and NO KILLS, all survivors that still haven't been hooked suffer the Exposed effect (notified) until they are downed or a survivor is killed. When the gates are powered, all 4 survivors have been hooked and the killer has 8 hooks total, they can Mori survivors in their last hook.

Killers match performance is no longer based on kills. Now the SBMM follows the emblem system: number of hooks, injuring people, ending chases, etc. Because kills DOESN'T EQUAL SKILL. Gain extra points towards piping for hooking all 4 survivors once.

  • 0 - 3 hooks = Entity displeased = -1 pip
  • 3 - 4 hooks (at least 2 survivors) = Entity hungers
  • 5 - 6 hooks (at least 3 survivors) = Brutal killer = +1 pip guaranteed
  • 6 - 7 hooks (at least 4 survivors) = Ruthless killer
  • 8 or more hooks = Merciless killer = +2 pips guaranteed

SURVIVORS

Luck now also increases odds of getting higher rarity items from chests and great/good skillchecks success zones. Cleansing Dull totems now gives +10% luck. Now Laceration and Haemhorrage last until survivors fully heal. Now the Blindness effect also hides the icons of teammates in survivors HUD (health state, killer power debuff and object interaction).

  • Unhooked survivors have no collision for 15s.
  • If there are 3 survivors in SWF, the 3 suffer a -7% repair and healing speed penalty. If there's 4, then it is -10%.
  • Now if a survivor disconnects when there are 5 or 4 gens remaining, the other three gain permanent +15% repair and +25% healing speed.
  • When a survivor dies to a hook action before 5 total hook states, the remaining ones gain permanent +15% repair and +25% healing speed. Moring a survivor with Killer powers DOESN'T count.

Survivors match performance is no longer based on escaping the trials. Now the SBMM follows the emblem system: chases, doing objectives, altruistic actions, etc. Only escaping through the gates DOESN'T EQUAL SKILL.

PERKS

New perks need to be more creative and unic to make survivor gameplay more fun and interactive, specially outside chases. Perks like Diversion, Any means necessary, Hyperfocus, Blast mine, Boons, Flashbang, Chemical trap, etc…

Ideas

Wall up (90s cooldown): you can reinforce up-right pallets and breakable walls, takes 16s (skillchecks). Increases pallets and breakable walls kicking time by 20%.

Snare trap: repair 40% of a gen to activate it. You can trap an up right pallet with a rope, takes 16s (skillchecks). When the killer passes through the pallet, this falls down stunning them for 1,25s.

Hurry: gain 15% Haste while being more than 36m away from the killer.

Backpack: now you are able to carry 2 items, plus a third one if its Limited. Cannot start the match with 2 items. Press ability button to switch between them.

Clues (40s cooldown): pointing the beam of a flashlight for 1s towards a gen, chest or totem reveals their aura to all survivors for 40s. Pointing it towards broken pallets pieces reveals the killer aura to you for 6s.

Agility: you slow vault windows, pallets and lockers 20% faster.

Perk changes

Invocations: now they can be performed under hooks, no longer need to be casted individually and now the penalty is 90s of Exposed.

Apocalyptic ingenuity: times you have to unlock or rummage a chest to activate it from 2 to 1. Now the fragile pallet only breaks if it stuns the killer. Takes 16s (skillchecks) to build.

Saboteur (new version): sabotage now takes 20s (skillchecks), stoping the interaction doesn't take away the progress. Now when a survivor is hooked on the sabotaged hook, after 40s this one breaks on itself, freeing the survivor. Hook rebuilds after 30s.

Red herring (new version): while repairing press the ability button to activate it. Now at anytime, press the same button to make the gen explode (doesn't loose progress) and create a noise notification.

Mirrored illusion: remove the magic effects. Now you can also use it while running or walking, making a copy of yourself move in the direction you were going for 6s. Percentage to activate it from 20% to 40%.

ITEMS

Now items dropped under hooks by sacrified survivors or left in chests are revealed to all survivors on the map. Firecrackers and Refined serums are now normal items with addons that you can obtain from the bloodweb and chests.

Refined serum (blue rarity): after a 1,5s injection, gain 5% Haste for 16s.

Firecracker (brown rarity) and flashbang: reduce time to fire up by 25% and blind duration from 2s to 2,4s. Stun duration from 4s to 3s.

Flashlights

Blinding time from 1s to 0,9s, but killers gain immunity if they are already blinded, meaning no chain blinds. Flashlight saves window from 0,4s to 0,3s. Stun duration from 4s to 3s.

Purple flashlight: battery from 12s to 10s.

Fog vials

Now survivors inside gain the Elusive effect and lasts for 2s once outside.

Medkits

All medkits go down one rarity.

Camping aid kit (removed)

First aid kit (brown): 24 charges, +30% altruistic speed and +30% altruistic efficiency.

Emergency medkit (green): 24 charges, +30% altruistic speed and +40% altruistic efficiency.

Ranger medkit (blue): 24 charges, +30% altruistic speed and +50% altruistic efficiency.

Styptic agent (removed)

Anti-haemorrhagic syringe (from add-on to item): stand still for 4s to inject it, after 16s gain one healthstate.

Toolboxes

Now they can reinforce pallets and breakable walls with 6 charges, takes 16s (skillchecks) and makes noise. Increases pallets and breakable walls kicking time by 20%.

Now they can rebuild broken pallets with 18 charges, takes 16s (skillchecks). Fragile pallets only break if they stun the killer.

Sabotage rework (6 charges): sabotage now takes 20s (skillchecks), stoping the interaction doesn't take away the progress. Now when a survivor is hooked on the sabotaged hook, after 40s this one breaks on itself, freeing the survivor. Hook rebuilds after 30s.

Now is a more healthy and strategic interaction that doesn't prevents killers from getting hooks.

Mechanic toolbox & Engineering toolbox (removed)

Worn-out tools (brown): 18 charges, increases repair speed by 25%.

Toolbox (green): 24 charges, increases repair speed by 25%.

Commodius toolbox (blue): 24 charges, increases repair and reinforce speed by 25%.

Alex toolbox (purple): 24 charges, increases repair and sabotage speed by 25%.

Maps

Consume 1 charge to reveal: pallets and vaults within 32m or gens and chests within 48m.

Cryptic map (removed)

Scribbled map (green): 6 charges, reveals for 10s.

Annotated map (blue): 7 charges, reveals for 14s. Also reveals hatch.

Keys

Broken key (removed) 

Dull key (green): 5 charges, reveals teammates within 40m for 10s.

Skeleton key (blue): 6 charges, reveals teammates within 56m for 14s.

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Brown (40%): first aid kit, firecracker, worn-out tools and artisan's fog vial.

Green (30%): emergency aid kit, flashlight, scribbled map, dull key, toolbox and apprentice's fog vial.

Blue (20%): ranger med-kit, sport flashlight, refined serum, skeleton key, commodius toolbox, annotated map and Vigo's fog vial.

Purple (10%): utility flashlight, engineering toolbox and anti-haemorrhagic syringe.

Post edited by Masterninja on
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