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Some new ideas about the "Genrush" controversy. Some new ideas for perks too :)
With the controversy of gens nowadays and how the ruin rework has affected the speed of gens, I've come up with some ideas that maybe could be a good idea for the game. Ive made some perk ideas too! Please check it out!
So the idea I came up with is pretty simple, but I feel like it could be a right step toward good ideas for the "genrush" controversy. So right now, the best way for killers to really put pressure is to force survivors to be altruistic so they can stop working on gens so this usually leads to killers slugging or hooking as much as possible, but gens can still be powered pretty quickly so heres the idea:
Every time a killer hooks a survivor, ALL GENS with progress instantly regress by 3%, but every time a gen gets completed, ALL OTHER GENS with progress instantly regress by 5%. So basically the entity is rewarding the killer for hooking survivors (the killers' objective) while punishing survivors at the same time. This can possibly reduce the chance of a killer slugging as I don't think many people enjoy being slugged. Thats the first gen idea I had and the other one was that maybe at the start of the trial, ALL GENS would be blocked by the entity for at least 15-20 seconds. This could help the killer at least get around the map /set up traps without the worry of a gen being popped too fast. As for Corrupt Intervention, the perk duration will NOT start until this effect wears off so technically the gens being affected by CI will have 15-20 + 120 seconds of entity protection.
As for perk ideas:
Corrupt Intervention: Still does what it does, but has an added effect, "Every time a survivor is injured by ANY means, the duration is paused for 3 seconds" This idea is is to help the perk last a little longer as I know some people complain how it is too short and how most survivors just wait and hide until the perk ends so it doesn't really apply any help to the killer, but making it pause for 3 seconds rewards the killer for doing their job. This might even be strong with killers who can damage survivors quickly (Legion, Huntress, etc.)
Mindbreaker: Increase the limit from 50% to 75% and the exhaustion duration from 1/2/3 to 3/4/5. It will also have an added affect where if a survivor is already exhausted, not only will it be paused, but their exhaustion will be begin to increase automatically if they decide to stay on the gen. This should make the perk A LOT more threatening especially to survivors who are exhausted. This might even shake up the meta.
Off the Record: Still does what it does, but has an added effect. "Whenever the survivor completes an action (Gen, healing, cleansing, searching, sabotage, etc.) the duration is paused for 5 seconds. Additionally, while the perk is active, the survivor is immune to all heartbeat/terror radius perks." I know this perk is new, but a lot of people have been hating on it as its basically an Iron Will 2.0 but with these changes, it should feel like a more powerful perk and should make it last longer as thats why many people despise it due to its low duration. Also this might change the survivor meta. C'mon guys the survivor meta needs to change.
Technician: COMPLETELY REWORKED. "Every time you complete 4/3/2 skill checks on a gen, the perk activates. The next time you fail a skill check on a gen, the explosion is prevented and the perk deactivates. The perk can be activated as many times possible. Additionally if you are workin on a gen and the perk is activated, the gen will not be damaged by the entity if a survivor is hooked or if a gen is completed. This will also deactivate the perk" So these changes are to make the perk A LOT more reliable as the 50% chance was kinda annoying but now its 100%, but just requires some skill before it activates. Also its other effect helps counter-act the gen idea I had (all the way in the top). This perk might even change the survivor meta.
Boil Over: Still does what it does, but make it so that all tiers are at 75% instead of 25/50/75% (Iron grasp is like this so why not make it the same for boil over). Also aura range would be increased form 10/12/14 to 16/18/20. The aura part of this perk is hardly noticeable and only helps with indoor maps (we only have 3...) so increasing it to 20 meters isn't too bad and 20 meters feels like a perfect spot.
Babysitter: Increase the duration of the effect from 4/6/8 to 14/15/16. This perk is HEAVILY OUTSHINED by Borrowed time (pretty obv. why) so making its duration somewhat compared to BT might make it a worthy competitor of an altruistic perk. Also BT is seen 99% of high rank matches so we gotta shake up the meta.
Solidarity: Still does what it does, but increase the healing returned back from 50% to 100%, but has a cool down of 60/50/40 seconds. This perk is heavily outclassed by other healing perks and its kinda understandable why the devs made it 50% instead of 100%, but if people wanna see this perk being used more, its gotta be 100% not 50%. Also the cooldown will make it balanced as you're not always gonna be healing people while being injured at the same time too often.
What do you guys think about these ideas/concepts? I've been been thinking about this carefully and I feel as if they're good ideas for the game, but what do you guys think? :)
Comments
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I love this concept, I don't really think perks need to be changed at all tho. The new Ruin is still pretty good on some killers. In terms of fixing gen rushing for all killers this is a new idea from "just make gens take longer" or "make a secondary objective" and I think it would work out pretty well. I'm a Survivor main on PS4 and even I think gens are way too fast.
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Hello, anyone from PS4 down to play?
My ps is: TiagoC15. It's me and another friend. We are having trouble finding games and if there are 4 of us I assume it is easier.
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I like your idea but I don't think it is strong enough. This was the idea I had a month ago.
Hex: Hide And Seek: All totems on the map have the hex applied to it. The game starts with a 15/20/25% penalty to all action speeds. Every totem cleansed reduces this action speed penalty by 3/4/5%. This hex perk trumps all other hex related perks.
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That idea is pretty cool to, but the idea I had was more of a generic thing and isn't a perk so every killer has access to it. Also the reason why, the number values is small is because if a killer manages to get hooks very quickly, gens will be pressured quickly too so it rewards players who are getting hooks and doing their objective :)
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Thank you for the feedback! The only reason why I added in some perk changes is to change up the current meta as in high ranks, the same perks are usually being picked and some perks in the game could need some serious makeovers such as baby-sitter and technician.
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I love all these perk changes. I don't understand why some people don't want weaker perks to be buffed. Anything to stop the second chance meta im all for.
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If the killer could get hooks quickly then other perks like dying light and pop are better. The problem is good survivors can do really well in chases at the beginning of the game and the killer will get gen rushed. Early game slowdown is currently the biggest problem atm.
Also my idea wasn't for a free perk to be given to all killers. It would be better if it was a dlc killers perk. It would lower the number of people running noed and cannot be abused like some other ideas floating around.
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I understand your reasoning, but the issue I have with it is that DI and PGTW are perks and my idea is to slow the game as a whole AS A GENERAL CONCEPT NOT AS A PERK... DI doesn't trigger fast enough and you need to be hooking non-obsessions and the obsession isn't affected by the effects of the perk so technically if a non-obsession is on a hook, only two players are being affected by the perk. As for pop, it'll only work for ONE gen and if you fail to go to one, you wasted the perk, but my concept affects ALL gens. Though pop is a good perk (I use it myself)... its not completely reliable... if you hook someone and you're planning to go to a gen, but see someone at the process, you have to make a choice, go after the survivor or waste your time going to the gen and risk losing the survivor. However with the concept I made, you're still applying map-wide pressure while doing your objective at the same time... I think you misunderstood what I've been saying because the concept I came up with IS NOT a perk, but rather a part of the game that ALL KILLERS have access to (Just like the endgame collapse)...
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As for all gens regressing after a hook, Surveillance would have to be removed from the game.
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Ok my bad I thought it was a perk lol
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Main killers had a perk Vs genrush, it called Rui, so RIP . ... But Devs thought of new survivors but they did not think of new killers.... So DBD everyday lose main killers and players ...
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Not really. Surveillance works on regressing/kicked generators. If this hooking regression is like Surge's 8% or PGTW's 25%, or failing an old Ruin skillcheck, a static instant regression, then Surveillance wouldnt trigger at all. Its more like loss of progress rather than "all generators are instantly kicked".
And would it really be that bad if Surveillance triggered from that? It would simply be a worse BBQ or a Thrilling Tremors without an unnecessarily long cd. (Not like it matters, because it wouldnt happen anyway)
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Gen Speed & Gen regressing really isn't the answer for gen speed balancing. Think of the hardest maps for survivor right now...IMO that's Hawkins, Gideon, Lery's...Small maps...I would hate to be playing survivor and just holding RB Longer and right now perks like Dying Light and Thanataphobia are being used a lot more...Map balancing is what we need before we get anymore perk reworks because as a map get's reworked then perks are going to behave in different ways...
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The most killer sided concept I’ve ever seen. You do realize by making gen speed slower you’re only encouraging More SWF right? Because solo is near impossible. How about they do something about Mori’s ? I think all survivors should be hooked before killers can Mori. It’s not fun for survivors either to stick around for long when you’re able to kill people so fast. Killer players just want more and more. I get that gen rush is a problem. But there are ways to slow it down already. You don’t need to do anything about that. Toolboxes were already hit hard. I might just uninstall if they keep hitting survivors . You realize the last few patches were killer buffs right?
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It's worse on Xbox when you get dodged 6 times in a row and then you finally load into a game after 30 minutes of queuing to have 2 minutes of action before you're immiediatley tunneled and mori'd...Killer just want us to hold the same button down longer to make the game more fun for them and less stressful while we're losing braincells staring at a progress bar.
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you Can’t force players to be “altruistic” when killers have ebony Mori and get tunneled. That didn’t give the team a chance to heal that guy. It’s one of the most counter productive items in the game. And it’s just not helping encourage people to keep playing. Like I said Ebony Mori’s should require the killer to hook everyone before it can take effect.
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You can’t force players to be “altruistic” if that guy on the hook never gets off of it.
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i Just find that when I play killer, I don’t mind people escaping. As long as I had fun and I got a kill or two maybe 3/4. Which I do get those 4 pieces sometimes. And I’ve seen red and purple ranks in my games before as a rank 16 killer (I don’t play much) but I think that’s because there is a shortage of killers . But nah man I really believe killers can run on survivors just as easily. And there are things I find isn’t fair about the way killers do it . So... please ... killer complaints need to come to an end. We all know you want those 4 rando survivors to come in and die for you every game. Then when you get slammed you complain about gen speed 😂 if anything I think it’s too slow when combined with all the gen regression killers already have embedded into their perks. Thanatophobia, Ruin, dying light.. 😂 I mean come on.
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Then you combine that with their ability to reach speeds matching that of The 150% speed burst perks of survivors I’m not surprised there’s a hatch in the game. Why would anyone want to stick around when you’re able to patrol gens without a timer like F13 where the killer is pressured to find everyone?
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Devs right now being like Bob Ross tell me more
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How is it even killer sided? Dude how long have you been playing the game? Gens nowadays get done quicker than ever. My concept rewards killers and punishes survivors for being caught. This discussion was abt my ideas NOT about moris so don't bring it up. Getting hooked only regresses gens by 3% so unless the survivor team sucks, this shouldn't be an issue, but it should give the killer some extra time to protect gens. You're probably a survivor main based on what you said.
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Thank you, thats exactly what it does, every time a survivor gets hooked, all gens get regressed by 3% (bc of the static thingy) but they do not continue to regress unless they were already in the process of regression due to it being kicked beforehand.
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This is such a troll comment right here... "Killer complains need to end". Just by that, I know for a fact you have not been in red ranks ever and even if you did, you probably only stayed for one day. Thanataphobia, ruin, and dying light are not 100% reliable perks and have their flaws. Also who said I got slammed by some survivors. Dude, I play killer a lot and I get 3-4k daily, but most games haven't been great as they usually end with either being in the endgame collapse or with 1 gen left with 90% progress. A killer shouldn't have to struggle with gen speeds and if you don't think its an issue, keep playing until you realize it... smh. Theres so much things that can help the killer, but the devs and people LIKE YOU (AKA survivor main) who think its unnecessary. If a killer needs to run 3-4 gen speed perks just to slow the game down... the issue is right there.
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"killers just want us to hold the same button" then blame the devs for only including one objective... Its not the killer's fault gens get popped too quickly since there's only one objective. Play killer at rank 1 several times, survivor main smh
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In my opinion all actions made by survivor should be slowed down until the killer down someone then everything goes back to normal. That way killers don't get punish for bad RNG or chasing a good survivor that make him run for 1-2+ gens. This will help the killer get some momentum and give an incentive for survivor not to abuse safe loop/good pallets because the killer could just break those pallets before continuing the chase.
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Thats basically what thanatophobia does...
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You can't read, can you? What I propose is different from thanatophobia. Killer can't put any pressure on survivor until the first hook and survivor can easily do 2gen if the first one being chases isn't a potato. What I proposed slow down the game until the first hook then everything goes back to normal.
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Thanataphobia does way better than your idea, at least thanataphobia slows down everything even when the survivor is still hooked... and yes I can read. If ya want your idea to be better, then don't make it bland, make some number values
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