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Slowdown perk ideas: a brainstorm

gantes
gantes Member Posts: 1,611

Okay. The main purpose of this thread is to gather ideas on killer perks to slow down the game.

One of the main complaints from killers, especially those who play weaker, M1 killers, is that the game ends before you can do anything. That happens quite a lot: sometimes, no matter how much pressure you apply or how quickly you end your chases, you just lose to the clock.

That's why Ruin is so staple on most killers, but let's face it, it's not fun at all to use the same set of perks every game, especially a perk that's attached to a totem. And Ruin is pretty garbage to go against, too. So we have a perk that's staple but is not fun to use or go against, which is pretty sad.

That's why we should feed the devs with more ideas for perks that slow down the game without making it boring or uninteractive.

My first suggestion: remove the cooldown on Thrilling Tremors. It's never gonna be good enough to replace Ruin or anything, but for a perk that rewards success, it's too weak.

Other suggestions:

Unnamed Perk #1: After a hook rescue more than 32 meters away from the killer, the rescuer becomes Cursed. Cursed survivors cannot perform skillful actions (repairing gens, healing) for 20/25/30 seconds. Cursed survivors can be Cleansed by a teammate (action takes 12 seconds).

Encourages the killer to leave the hook proximity and delays the game.

Unnamed Perk #2: Each time you damage a generator, gain a token. At 3 stacks, your next generator damage will consume the tokens and block all generators in the map for 10 seconds. The location of Survivors working on generators is revealed to you for 5 seconds.

Slows down the game slightly and gives the killer information to where he should apply pressure next. Also forces survivors to move around the map a bit, which is fun.

Those ideas aren't exactly well developed yet, but the intention is more about getting people to post their own perk ideas. We need perks that slow down the game, but they should be interactive and rewarding, not more stuff to reduce action speed and force people to hold M1 for longer.

Comments

  • starpilotsix
    starpilotsix Member Posts: 203

    I'd also like to suggest a secondary brainstorming topic while we're at it:

    Perks that are specifically MORE useful for killers that have low mobility. Mosts perks either about the same amount of use for Billy as they are for Leatherface (like to take a random example, Spies from the Shadows, because it triggers on nearby events and you might be able to zoom faster to it slightly faster but at that short range you're just as likely to screw up... though even that can be super useful on, say, a good Nurse who builds around it), or are vastly and obviously better for characters who can zoom across the map (Tinkerer, for example, which is great if you can get to a distant generator about to pop, but if you're a Plague on the other end of the map all it does is give you a little warning that you're going to lose a generator...). There are very few (if any?) perks that are useful for slow killers that are not worth it for fast ones.

    I'd love to see a few perks that address this imbalance, that aren't that useful for characters who can zoom across the map but are a benefit for killers that need to take their time to cross a map.

  • HazeHound
    HazeHound Member Posts: 814
    edited June 2019

    You over value Ruin. Its a perk that works wonders against potatoes (when you don't even need it) and does almost nothing against good survivors (when you actually do need it). I find corrupt intervention to be way more efficient and consistent at this. Problem with slowdown perks is this: mobile killers will benefit from them even more, widening the gap even more.

    @starpilotsix "I'd love to see a few perks that address this imbalance, that aren't that useful for characters who can zoom across the map but are a benefit for killers that need to take their time to cross a map." There is literally nothing that would benefit slow killers more than mobile ones.

    Detection? They can go check it faster, leaving survivors less time to hide/counter.

    Instadown? They can find new survivors faster, or catch up to them more efficiently.

    I would like to see some love for non meta killers... but they are non meta for a reason, and i honestly dunno how to do this. But keep on brainstorming, maybe you will find some clever solutuions <3.

    Edit: i actually have idea how to make the gap slightly smaller. Pop goes the weasel having no timer, or at least twice the time. Currently i waste most of it procs unless i go Billy or Nurse.

  • gantes
    gantes Member Posts: 1,611

    I see that argument being made a whole lot about ruin, but it doesn't change the fact that acording to the data sheet we got some time back roughly 86% of killers use it in red ranks.