Kill Switch update: Amanda's Letter add-on for The Pig has been Kill Switched due to an issue with incorrect RBT count.

http://dbd.game/killswitch

My list of DBD changes part 2

Masterninja
Masterninja Member Posts: 461

Now when Demogorgon, Victor, Nemesis, Dracula, Wesker, Springtrap and Vecna are holding their range attack for more than 2,5s, their respective walking speed slows down by 25% and their power cancelling cooldown increases by 25%.

Remove from all maps the invisible walls in front of drops.

Trapper

Now to escape the traps, survivors have to hold the button for 6s. Injured survivors caught in bear traps suffer 4% Hindered, it goes away once you fully mend. Disarm time from 3,5s to 4s. Trapper can carry and starts with 3 traps in hand, another 7 on the ground that spawn already set. The perk Calm spirit now prevents survivor aura and location from being revealed when trapped. Now survivors can use "sacrifice" their items to disarm the traps in 1,5s.

Now in maps like Gideon meat plant and Eyrie of crows, bear traps are half sunk into the ground and have only visible their jaws. Now after 60s of being disarmed, traps reactivate by themselves with a sound cue that nearby survivors can hear. Rework his red and purple addons, their designs are horrible and miserable for survivors.

Michael Myers

Stalker mode: Undetectable and 4,2m/s speed. Stalk range from 30m to 50m. Stalking survivors within 8m makes the stalk meter fill up 33% slower. Stalking survivors doing conspicuous actions ignores this penalty. Time for stalk meter to start depleting from 20s to 40s.

It encourages players to find good angles and be sneaky when approaching occupied survivors, while also discouraging to not stalk all the time in chases.

Pursuer mode: 16m terror radius and 4,6m/s. +15% vaulting speed.

Evil incarnate: 60s duration, 32m terror radius and 4,6m/s. Slaughtering strike removed, now all survivors become exposed. Gain +30% basic attack lunge range and additional +15% speed to vaulting, kicking and stun recovery. You can Mori DOWNED survivors who are on their last hook.

If a killer power allows to mori survivors, it needs to be a reward for actually downing them, like Pyramid head and Sadako.

Clown

Antidote activation delay from 1,6s to 2s, Haste from 12% to 10%, Hindered lingering from 1,6s to 2s and bottle reloading from 2,5s to 3s. "Fingerless parade gloves" is now base kit. When the bottles directly hit survivors, they get an extra 5% Hindered. When holding a bottle, press the secondary ability button to change between 2 different throws: normal or with a 60º angle.

Xenomorph

Reduce the turrets fire noises by 50% (too loud). Hindered when carrying turrets from 35% to 25%. Now when being Undetectable the turrets only detect her up to 20m. Now survivors hear a distinctive sound when she is 3s from entering Crawler mode.

Crawler mode: cooldown from 35s to 30s, basic attack range reduced by 50%.

Bipedal mode: turret flame damage from 1,5c/s to 5c/s.

New ability (Facehuggers): 4 ovomorphs spawn randomly in the map. While being inside the tunnels, press the secondary ability button while looking at a highlighted ovomorph to go dormant and gain control for 20s of a Facehugger that crawls out of it. Ovomorphs take 90s to create a new Facehugger.

You have a third point of view, you move at 5m/s, can pounce survivors (doesn't take away health states), but cannot destroy turrets. Facehugged survivors enter Stage 1, when going in Stage 2 it falls off and dies. Each Stage takes 60s (timer stops when being in the dying state or hooked). Survivors can stop the process, by getting rid off them with the help of teammates during Stage 1. They need to complete (up, down, left, right) mini-game with 20 steps.

  • Stage 1: Blindness effect (ends once the Facehugger dies).
  • Stage 2: nothing.
  • Stage 3: -10% repair/healing speed and survivor makes grunts of pain even when healthy.
  • Stage 4: if they are downed and on their last hook, the Xenomorph can perform a special Mori (Chestburster).

Dracula

Hellfire range from 8m to 10m but speed while charging from 3,8m/s to 3,2m/s. Hellfire can no longer go through obstacles higher than 1,5m.

Doctor

Hallucinations of fake doctors last 10s longer and now half of them appear with a red stain and 16m terror radius. Now hallucinations also create fake hex/dull totems and chests.

Dredge

Remove the background screams during Nightfall for everyone. Remove the dark edges around survivors camera in Nightfall, but Dredge no longer gets hightlighted. Reduce Dredge walking noise by 50%. Make the locker placement and number around maps more uniform and consistent, stop with the "twin lockers" spawns cause its terrible. Teleportation speed outside Nighfall from 19m/s to 22m/s and movement speed while holding power from 4m/s to 3,8m/s.

Nurse

Lunges after the first blink are considered basic attacks again, but not after the second one. Nurse can no longer see survivor auras when charging her blinks. After being stunned by any means, for 2s she can't use her power and the blinks don't recharge.

Pinhead

He no longer breaks chains attached to survivors with his body. Chains spawn cooldown during Chain hunt from 3s to 4s. Now if the possesed chain has travelled more than 6 meters, 1 extra chain will spawn when hiting survivors with it.

Last change encourages sniper shots and rewards good aim.

Kaneki

Grab attack can no longer be performed on healthy survivors, only injured ones, but they no longer gain a speed boost afterwards. Leap range from 14 to 18m. Sliding off elevations no longer cancels your power. Survivors are no longer able to phase through Kaneki after vaulting pallets/windows.

Lich

Mage hand now can only be used on downed pallets, they are lifted and blocked for 3s (survivors magic boots Haste from 7% to 4%). Skeletons flight speed from 9m/s to 6m/s and need to travel at least 1,5m to do damage, but now they can be aimed up and down (not only horizontally).

Sadako

Lullaby radius from 24m to 16m. Invisibility interval duration while Demanifested from 0,9s to 1s. Now survivors holding videotapes are immune to the condemn from TV's but gain 1 condemn stack every 35s outside Sadako's lullaby radius.

Pig

Now the Pig only roars when the ambush dash charging meter is at 50%. Now when survivors find the key on their first jigsaw box, they have 2 options: remove the reverse bear trap at the cost of getting injured (Laceration and Haemhorrage if already injured) or give up the key and get a 100% chance in the next jigsaw box.

Springtrap

Now the button to access the door camera and the one to exit it is the same one (prevents survivors accidentally going inside). If Springtrap is behind cover, the camera reveal goes 20% slower. Now for every hit (basic or special attack), hook, embedded survivor grab and kicked gen, Springtrap terror radius is reduced by 2m up to -12m. Revealing him through a camera will revert it back to normal aside from showing his aura.

The axe no longer makes survivors Oblivious (Victor makes sense but an axe doesn't). Springtrap grab on embedded survivors from 4,2s to 3s. Now the axe destroys breakable walls, speeds up pallet kicking by 30% and makes gens start regressing (survivors need to remove the axe (5s) to repair them). Now succesful hit and missed axe cooldowns are 9s.

I wanted him to be more unique, so I traded lethality for more utility.

Twins

Time Victor can be static in one place from 90s to 45s, missed pounce cooldown from 3s to 2s and cooldown after bumping into an object from 3s to 2,5s. Now distance travelled affects the pounce:

  • 0m - 1,5m = no injury and 10% Hindered
  • 1,5m - 3m = injury
  • 3m - 7m = injury and 4% Hindered
  • >7m = instadown

Hindered remains until Victor is crushed. The player now has a 1,5m visible radius. Everything else (Broken, Oblivious and Incapacitation) stays the same.

When Victor downs a survivor he holds onto them for 10s, puting Charlotte back in control (can't switch to Victor) and giving her 10% Haste for that duration, once it ends Victor reappears in Charlotte's body. Survivors can kick Victor to heal the downed teammate and remove Charlotte's Haste.

Legion

Now the fatigue duration is tied to how much Feral frenzy you have left: 100% - 75% = 1,75s / 75% - 50% = 2s / 50% - 25% = 2,25s / 25% - 0% = 2,5s. Rework the red adddon that breaks pallets.

Feral frenzy no longer increases your terror radius by 8m. Slashing healthy survivors only injures them, slashing injured survivors puts them into Deep wounds and gives them 4% Hindered. 5 hits instadown removed.

Singularity

Reduce the noise of it's footsteps by 50%. EMPs hack duration from 45s to 35s. Now to retrieve EMPs from 3D printers, survivors have to complete the (up, down, left, right) mini-game with 20 moves, failing one resets it and reveals the survivor briefly with killer instinct.

Now teleporting to survivors directly with the cannon will put you into Overclocked mode for only 5s, while doing it from a biopod will make it last 8s (was 5,7s). Teleporting directly with the cannon will remove the slipstream from the survivors back. Now the speed bonus from Overclocked mode also applies to kicking gens.

I want to encourage the use and placement of biopods, not the cannon.

Trickster

4,6m/s movement speed and remove his 40m lullaby. You require 5 knives to take a health state. Throw rate from 1 knive every 0,3s to 1 every 0,6s. Now each stack of Laceration takes 15s to decay. Main event duration from 6s to 4s.

He needs to require good aim like Huntress and Deathslinger, and give survivors a chance to dodge his knives.

Krasue

Human form: terror radius from 32m to 24m. Head to Human form transition from 2,2s to 1,5s. Remove Leeched 2. Leeched survivors are now revealed with killer instinct (3s) everytime Krasue goes into Head form outside a 24m radius. Remove all the mushrooms that spawn at the start of the match.

Head form: hits to fully infect survivors from 3 to 2. Movement speed from 4,8m/s to 4,4m/s, window vault from 1,67s to 1,2s, pallet vault from 1,9s to 1,5s and pallet stuns last 2,5s.

Freddy

You can no longer teleport to survivors healing downed teammates. Increase Freddy red stain brightness in the dream world. Dream snares range from 18m to 22m. Asleep survivors hit between 22m - 14m suffer 15% Hindered, 14m - 8m = 12%, 8m - 4m = 9% and 4m - 0m = 6%.

Now Dream pallets work like this: you trap real upright pallets (takes 8s), awake survivors aren't affected by them nor can see them. Tap again the button to detonate the trap, survivors putting down the pallet cancels the explosion.

Now Freddy can also use tokens to trap chests, totems and lockers (takes 8s). Same input, explosion radius and charge time as the fake pallets, but the explosion cannot be prevented. If hit, awake survivors will be put to sleep and asleep survivors will suffer 20% Hindered for 4s. Totems explosions do not interrupt survivors cleansing them.

Ghostface

Downed/hooked survivors can no longer reveal him. Remove the lingering reveal when surivors lose line of sight with Ghostface. Range within survivors can reveal Ghostface from 32m to 24m. Exposed duration from 60s to 45s. Now survivors stalk meter above 66% will go down to 66% if they haven't been stalked for 30s.

Now in Night shroud Ghostface has 2 new abilities:

  • Now survivors have phones. Press the secondary ability button to call all survivors for 20s, then goes on a 25s cooldown. During a phone call, survivors suffer from Blindness and repair skillchecks warnings are supressed. Survivors being Exposed during a phone call aren't notified and if they are downed it recharges the Phone call and prevents Night shroud from deactivating. If during those 20s a survivor reveals Ghostface, all calls end and their respective stalk meter goes back to zero.
  • Can hide in lockers (unavailable near hooked survivors) and can use Phone call inside them. You can stalk survivors within 24m (140º camera turn) and Exposing while inside makes it lasts 15s more. Exiting lockers makes noise within 8m.

Nemesis

Zombie speed from 1m/s to 2m/s, detection angle from 95º to 120º and audio detection range from 6m to 10m. Healthy survivors can put them on the ground for 12s, they will wiggle with the zombie for 5s while facing continuous skillchecks (like Lich monster chests). Zombie respawn time from pallet stuns from 45s to 90s.

New ability (Tyrant roar): hold the secondary ability button to choose between two actions:

  • Roar loudly calling the nearest zombie within 32m to your location, can't near hooked survivors. (10s cooldown)
  • Roar loudly, then charge forward for 6s with low turn rate (like Oni), first at 5m/s and going up to 8m/s. The charge ends when bumping with an obstacle, with breakable walls/pallets (breaking them) and bumping survivors (-1 health state). (20s cooldown)

New ability (Rocket launcher): unlocks when reaching Tier 4 (15 contamination points), cannot use your other abilities but you get 1 missile. You can put it on your back to be free to use your tentacle, switching to hold the rocket takes 2,5s. You move at 3m/s while aiming the rocket and projects a laser visible to survivors. 2,5m explosion radius that downs survivors and breaks walls/pallets. Once used you return to Tier 3 to level up again.

Now crouched survivors can get hit with the tentacle if they are more than 3m away from a window. Tentacle strike can no longer be "dragged". Now Tier 2 improves the range while Tier 3 (points to level up from 15 to 10) allows to break walls/pallets.

Artist

Now Dire crows can be aimed up and down (not only horizontally). Dire crows are no longer able to take away healthstates if survivors are not swarmed first. "Severed hands" is now basekit. Now it takes 4s to repel crows when hiding in lockers.

Reduce how long survivors can't be hit by multiple Dire crows from 0,75 to 0,5s. Cooldown after using 2 Dire crows from 9s to 8s and 3 from 12s to 10s. Now the time to repel increases the further the Dire crow has travelled: >20m = +2s / >40m = +3s / >60m = +4s

Chucky

Chucky no longer needs Slice and dice or Hidey-ho mode to scamper under pallets. Scamper under pallets takes 1,5s and has a 12s independent cooldown.

Being able to scamper pallets outside a dash is what made Chucky unique and different from other killers.

Skull merchant

Drones start in Stealth mode. Now you can also deploy them by holding the button and release it to make them fly away (the longer it's hold, the further goes) up to 16m or touches an obstacle. Now you gain Undetectable by staying inside a drone area for 2s (can't near hooked survivors) and lasts 4s once outside. Changing laser scans rotation has a 3s cooldown. Object interaction (repairing, healing, cleansing, etc…) no longer gives scan immunity.

Getting scanned give survivors Claw traps (40s), hacking drones (20s), moves to hack from 5 to 10. Claw traps now only reveal survivors in the radar. Once the battery dies, do the same minigame to remove them (10 moves). Claw trapped survivors scanned are revealed with killer instinct and Exposed for 20s.

Stealth mode (yellow aura): survivors inside the area of effect are revealed in your radar. 2 hidden laser beams that rotate 60º/s. Scanning survivors puts them in Scouting mode.

Scouting mode (red): laser beams visible and rotation speed of 75º/s. Survivors inside are revealed in your radar. After 15s without scanning survivors they go back into Stealth mode.

Hacked drones (white)

2 VS 8

Survivors from 8 to 6. Gens to repair 8 to 6, 80s each. Remove the Comeback mechanic. Replace picking up survivors with stomping on them, now killers have to mori them when they are on their last cage (all killers Moris are sped up by 25%). If both killers are within 16m of each other, survivors getting hit will gain Endurance effect for 10s. Now caged survivors will relocate if there is a killer nearby regardless if there are survivors close too.

Six survivors cuts down killers waiting time in lobbies and reduces survivors boredom waiting for chases.

Reduce pallets number by 20%. Remove Lerry's institute and RPD maps.

Add Classes with boons, chest perks and gimmick perks (diversion, mirrored ilusion, repressed alliance, deception, chemical trap, etc…)

Escapist: you can no longer activate the sprint burst manualy.

Guide: replace Blast mine with a better version of Red herring.

Scout: ability cooldown when pulling up pallets from 60s to 30s and when rebuilding them from 60s to 90s.

Medic: replace the instant 50% heal with a better version of For the people.

Blight: remove the Rush speed bonus.

Add Artist, Unknown, Houndmaster, Singularity and Dredge.

Oni: remove Demon dash speed bonus.

Nurse: remove the lunge range bonus after blinks.

Wesker: remove the charge time and the cooldown of missed bounds reductions.

Dracula: remove the additional wolf pounce.

Spirit: remove Phase-walk speed bonus.

Ghostface: Night shroud Haste bonus from 10% to 5%. Now in Night shroud he gets +15% vault speed.

Deathslinger: harpoon range from 18m to 22m.

Nemesis: zombies from 4 to 2.

Chucky: Slice and dice duration bonus from 50% to 35% and no longer breaks pallets with Scamper.

REALMS

Remove basement from all maps and the pallet inside shack. Invocations now can be performed under hooks.

In this video you can see devs personal tester "https://www.youtube.com/watch?v=WSv_XpHQwh8". I concluded the "filler pallets" in maps should be between 8-12m to be balanced for both sides.

Make the locker placement and number around maps more uniform and consistent, stop with the "twin lockers" spawns cause its terrible. Remove Wrecked yard and Rotten fields, they don't have a unic landmark/main building, no self identity and don't feel different to play. Replace all double pallet loops with normal ones.

Macmillan estate: make the water tower an accesible structure with a loop.

Autoheaven wreckers: increase the lenght of the LT walls and the height of jungle gyms. Make Azarov resting place more square.

Colwind farm: replace all the unsafe jungle gyms and increase the lenght of the LT walls. Put a staircase inside the barn of Fractured Cowshed to access the upper floor.

Haddonfield: put taller automobiles along the street to obstruct vision (vans, another truck and a school bus). Make the outskirts and the two ends of the street safer.

Lery's institute: remove the god pallet in the office and the one in the outer halls.

Temple of purgation: buff the pallets under the temple so it stops being a dead zone and create a third entrance with stairs outside the temple.

Springwood: remove badham preschool IV and V.

Gideon meat plant: remove the god pallets on the lower floor. Remove some pallets on the upper floor and replace some of them with vaults. Now all the closed metal gates are open.

Sanctum of wrath: make the map more square.

Hawkins: open completely all the sliding metal doors and remove one section of both staircases to lower the height of the upper floor.

Dead dawg saloon: remove the saloon infamous breakable wall next to the window in front of the staircase. Improve the loops right at the village entrance, so it stops being a dead zone.

Silent hill: remove the god pallet. Revert all the changes from the last iteration except the obstacles in the corridors and the breakable walls removal of the bathrooms.

Garden of joy: remove the main building god pallet and increase the height of some of the jungle gyms (killers can't mindgame).

Greenville square: make it more square, replace the weird/unsafe jungle gyms variations with normal ones.

Tova landing: replace the weird/unsafe jungle gyms variations with normal ones.

Nostromo wreckage: replace the weird/unsafe jungle gyms variations with normal ones.

Post edited by Masterninja at
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Comments

  • Elan
    Elan Member Posts: 1,792

    Krasue

    Human form: terror radius from 32m to 24m. Head to Human form transition from 2,2s to 1,5s. Basic attacks on Leeched survivors reduce the wiping animation by 25%. Remove Leeched 2. Leeched survivors are now revealed with killer instinct (3s) everytime Krasue goes into Head form outside a 24m radius. Remove all the mushrooms that spawn at the start of the match.

    Head form: Intestinal whip can now injure uninfected survivors. Terror radius from 40m to 32m, movement speed from 4,8m/s to 4,4m/s, window vault from 1,67s to 1,4s, pallet vault from 1,9s to 1,6s and pallet stuns last 2,5s.

    I'll ask about the Krasue. What would be point of leech if you can injure survivor that are not leeched? Why not just spend entire match in head form? This would make her even worse than she is now, just making her M1 killer with basekit help wanted or slow head form that has no counterplay other than holding w around loop.

  • Masterninja
    Masterninja Member Posts: 461
    edited January 26

    I nerfed Krasue speed on head form from 4,8m/s to 4,4m/s to compensate that. Now Leech gives Krasue the location of infected survivors and allows you to recover 25% faster if you hit them in human form. These are the incentives to infect survivors.

  • Elan
    Elan Member Posts: 1,792

    Horrible though. At this point you would completely ignore head form, run save the best for last and two tap people.