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2v1 improvements

MrMori
MrMori Member Posts: 1,949

I think it's high time something is done about the awful 2v1 situation when 2 players are dead before at least 3-4 gens are done. Realistically, there's very little the survivors can do in this situation, especially if the killer is strong and they know they won't last for many minutes in chase while the other player does gens, if they even choose to do gens. This will be a pretty long post, but I have some interesting mechanics and changes I think would make the 2v1 much more interesting and seamless, less frustrating, and more rewarding for everyone involved.

I have a list of some general changes that I think would discourage hiding in the 2v1, while also making it less painful and more seamless for all players, and make it less of an ego thing where the killer desperately wants the 4k, while the survivors desperately hide to avoid being the person found next who will inevitably die and get nothing for it instead of a juicy escape bonus and potentially a hatch objective bonus on top for some reason.

Here's the changes:

General:

  • Each generator completed in the trial now awards all living survivors with 1000 Survival points (So once all 5 gens are completed, all the survivors will have 5000 Survival points each without having escaped)
  • Survived score event reduced from 7000 to 2000 (You're still getting 7000 Survival points total for doing all the gens and escaping, but you'll get less total if you survive by getting hatch or gates without getting gens done)
  • Survived score event from hatch reduced from 7000 to 1000 (You'll still also have whatever points you and your team earned by doing generators up until you got hatch)
  • Hatch now automatically closes in 60 seconds
  • 2500 Objective point bonus from Hatch escape removed
  • Killer adepts now only require a 3k, not a 4k

2v1 specific changes that only apply once only 2 survivors are alive:

  • Survivors can self-pickup after being down for 30 seconds and having a full recovery bar
  • All bloodpoints earned are doubled (Except Survival points)

New 2v1 mechanic: Self-sacrifice

  • Survivors can self sacrifice by activating a special prompt while downed. Doing so, the survivor will begin channeling The Entity in a cool animation that lasts 10 seconds. If the killer does not pick them up during this time, the survivor will sacrifice themselves to give their teammate a chance at hatch. This will give them 1000 Survival points as a bonus. If the killer picks the self-sacrificing survivor up, they MUST hook them, or they will immediately be sacrificed once dropped or if they wiggle off.

New 1v1 killer mechanic: Soul Offering

  • Once 3 players are dead, a new object spawns in the basement, a dark portal the killer can use to communicate with The Entity. The killer can interact with this object to offer the souls of the 3 survivors they killed. Doing so will play a special animation and give 1000 Sacrifice points, but it will also cause the killer to leave the trial without it ending for the remaining survivor. This will immediately trigger EGC for the last survivor. The last survivor can now leave either through hatch or gates uncontested, or just abandon since the last survivor always has the option to abandon if they can't be bothered.
    • This basically would work as a "I got my 3k, can't be bothered to find the last guy, I win, last survivor can do whatever they want, I'm out" option for killers that consider the game finished after 3 kills, and also works as an "official" second win condition for killer other than killing all four survivors.

And that's it. Do you guys this this would help make the final 2v1 less boring, pointless feeling, and lame? I'll give my explanations as to why I think it would here:

First of all, if we're thinking bloodpoints, there's currently very little reward for actually trying to do gens or taking chase in the 2v1. Chances are you'll get found and killed without getting much of anything, maybe some chase points. So why not give the remaining survivors more points for trying to actually progress the game? Not only that, but I've always felt it to be pretty lame how survivors can do their objective and get almost zero Survival points if they get killed near the end. It makes no sense and punishes survivors that actually play altruistically in the endgame. It's like if Sacrifice points for killer were only given for kills and not hooks. That would be dumb, so why is this how it works for survivors?

Second, self-sacrifice and self-pickup options. This gives the survivors two paths to take if they're found, both of which force the killer to sacrifice them, eliminating the awfully, mindnumbingly boring aspect of being the second to last survivor being slugged for a 4k. Instead, now the second to last survivor can choose to recover, continuing to do gens and actually try to turn the game around. If the game feels hopeless anyway, then they will still get a small consolation prize for actually surviving to be part of the last 2 survivors, as well as possibly trying to do gens, take chase, or whatever to grab the killers attention. Either way, the killer is forced to kill the second to last survivor, or they might either fight for their life and turn the game around, or screw your slug attempt over by self-sacrificing and giving the last survivor a chance at hatch.

And third the "Soul Offering" mechanic. Personally, I don't care what happens to the last and I find the whole hatch part of the game boring. It's also not uncommon for survivors that don't get hatch to simply hide for 2 minutes during EGC to waste time. Why not skip all that and let the killer simply declare their victory and departure, and leave the survivor with their consolation prize? And again, it's only an option. If the killer really wants the 4k, they can still choose to look for hatch and the last survivor to try and secure it. This simply gives the killer a quicker option to say "Got my 3k, I win, I'm out" and move on to the next match if they find the 1v1 boring and RNG, like I do.

Comments

  • MechWarrior3
    MechWarrior3 Member Posts: 5,856

    Im all for this as long as killers get something too. I like your thoughts though. Not sure how it would all play out without testing it but seems interesting

    When 3 or 4 gens complete with 2 hooks, gens get a massive slowdown repair speed or are blocked.

    I don’t know the solution of course, but that is equally not fun to deal with.

  • Royval
    Royval Member Posts: 1,307

    so does the killer get anything if they have 2 hooks and 4 gens have popped already? You guys have to start playing both sides of the game. This sounds ridiculous.

  • Starrseed
    Starrseed Member Posts: 1,807

    I do like the 1v1 thing and I would add to it that the killer can use the same portal once a gate is open to leave the trail so they don't have to wait out the timer when survs are waiting in the gate while tagging

  • Artimenius1307
    Artimenius1307 Member Posts: 51

    Honestly well thought out changes, but if I were to add something, I would cover the situations in which 1 survivor is downed, but the other one is actively being chased. It's a rather common scenario where killer finds both survivors, downs one, and then follow the other which is still in line of sight/their general location is known. I feel like the ability to pick oneself should be disabled in such scenario, otherwise it might result into endless (well not really endless because bleed out timer) back and forth slugs → chases, which won't solve the problem of slugging for 4k but make it more obnoxious for both sides instead.

    I also feel like self-sacrifice needs some sort of condition to activate as well, because from personal experience, I have sometimes slugged in 2v1 when I downed, but then thought that I saw the other survivor, went to the area to check, discovered nothing and went back to pick up the slug. Plus it affects the Adept gamers, though those are rare

  • Feather
    Feather Member Posts: 122
    edited April 17

    I like those changes.
    I would remove hatch spawn offerings as well to make it that hatch always is in random locations. Meaning self sacrifices wouldnt guarantee escape of other survivour, because it would be unfair for killers, and annoying to adepts.
    Pick up after 30s is not needed imo

    And for those that cry that killers sometimes get demolished and get 4 gens done and 2 hooks. This post is about when survivours get demolished. If you want to, you can come up with solution to scenario, where killer gets demolished. Either way, both sides could have some tweaks

  • UnicornMedal
    UnicornMedal Member Posts: 1,938

    Without anything done to camping/tunneling/slugging, absolutely not. There's this attitude that Killer is never allowed to lose and that keeps the game in stasis. Asking for more reinforcement of what keeps the game stagnant when changes are proposed is why it's failing.