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Idea To Make Repairs A Tad Refreshing

Onyx_Blue
Onyx_Blue Member Posts: 1,060
edited June 2020 in Feedback and Suggestions

So, to spruce things up a bit, how about adding these functions and alterations:

- a gen that is regressing via damage from a killers break guarantees a difficult skill-check appear when first reinteracted with by a survivor.

In addition to this, Overcharge gets tweaked to make it this:

- any generator damaged by you causes the subsequent survivor that initially reinteracts with the gen to recieve 2/3/4 skill checks of Tremendous difficulty. The generator gains no repair progression while Overcharge is in effect. Each missed skill-check has a 3% regression penalty. However, each successful skill-check regains the progress lost from the most recenly missed skill-check. (Ie you miss the first three, lose 9% progression, but succeeding the final one gains back 3% progress, so only 6% regression is experienced. Only 2 generators can be affected by Overcharge at any one time. *Effects of reduced or removed skill-checks are not affected by Overcharge (Unnerving doesn't combo with it as well as Spine Chill not reducing it too).*

Also, reverse skill-checks are made to be common place for every killer. With that change, Doc's power has this tweak:

- while in Madness 1, a survivor receives reverse skill-checks slightly more frequent. (As it is already)

- while in Madness 2, a survivor will always be guaranteed to receive reverse skill-checks.

Thoughts on these changes?

Post edited by Onyx_Blue on

Comments

  • gungle
    gungle Member Posts: 33

    I think this would be too difficult for most survivors. Especially starter survivors that just installed the game. This could be okay for red ranks but other than that I think it would be too difficult.

  • Onyx_Blue
    Onyx_Blue Member Posts: 1,060

    @gungle but beginners struggle with every aspect of the game. I don't think catering to noobs is healthy when considering changes to refresh and improve gameplay for the playerbase.

  • OniWantsYourMacaroni
    OniWantsYourMacaroni Member Posts: 5,944

    This game is already really beginner unfriendly.That would make it even worse.

  • Onyx_Blue
    Onyx_Blue Member Posts: 1,060

    @OniWantsYourMacaroni I mean, the low rank players will have to get better eventually. And if they're playing casually, never ever cater to the casual playerbase in regards to QOL improvements.

    Now, maybe they could make this a rank thing. Where, Greens upwards experience the gen changes; but honestly, I see no issue with this at lower ranks.

  • Rydog
    Rydog Member Posts: 3,275

    This is not a QoL change.

  • Rydog
    Rydog Member Posts: 3,275

    If I worked at Behaviour, stemming DBD's out-of-control churn would be way more urgent to me than placating its entrenched player base.

  • APoipleTurtle
    APoipleTurtle Member Posts: 1,274

    Making Doc's counter-clockwise skillchecks consistent for Madness II would probably be a general nerf to his power. Madness skillchecks are effective only because they are unpredictable. While counter-clockwise skillchecks are a bit of an underused feature, I don't think they should be a base game mechanic. Though the devs could consider implementing perks that would allow other killers to temporarily inflict the Madness status on survivors (maybe even through failing Overcharge skill checks). Only Doc could get the full extent out of Madness, but then other killers could gain light benefits from it too.

    I can get behind the "repair skillcheck" for regressing gens. It should not be so easy for survivors to instantly undo gen regression. Though a standard skillcheck is probably enough to prevent this from being done in chase.

  • Onyx_Blue
    Onyx_Blue Member Posts: 1,060

    @Rydog this is an idea to help with an issue that begrudges a lot of players. I struggle to see how it isn't a QOL change, enlighten me?

    @APoipleTurtle still gotta contend with the crazy placements on screen. But what would you have Tier2 do to skill-checks instead/differently, since the reverse function has been extended out to base-gameplay in this scenario?

  • Rydog
    Rydog Member Posts: 3,275
    edited June 2020

    QoL isn't a mechanical balance change, it's a usability improvement, which is why it is called "quality of life."

    A QoL change would be, like, if you could save multiple character builds, or if there were a reticule for ranged attacks, or colorblind options, or something of that nature which helps the game's playability or accessibility. A lot of people seem to think "QoL" just means "anything short of a major change." That's not what it means.

  • APoipleTurtle
    APoipleTurtle Member Posts: 1,274

    Madness II isn't really about changing skill checks, it just makes erratic skill checks happen more frequently (66% chance over the 33% chance from Tier I). Instead, it is when survivors begin to suffer various hallucinations depending on Doc's add-ons (Fake Doctor's, Illusionary Pallets, Red Stain tricks, and the distant terror radius). Survivors don't hallucinate in Madness I.

    Tier II doesn't need to add more skill check effects. It simply increases the frequency of the crazy ones from Tier I and compounds it with the hallucinations. My concern was that you wanted to make survivors "guaranteed to receive reverse skill-checks" while in Madness II. This consistency would make madness skill checks more predictable (even with the zany screen placements) and ultimately be a nerf to the Madness Status Effect. Madness doesn't really need to be made weaker.

  • Onyx_Blue
    Onyx_Blue Member Posts: 1,060

    @Rydog well, you learn something new evetyday. But you understand my general point, right? The idea is to give gameplay a more refreshing feel to it.

    @APoipleTurtle the idea to make madness cause frequency of reverse skill-checks was to compensate for reverse skill-checks becoming common place for all killers. It was to make Doc feel like he has something still relatively unique to him in that regard, as well as the rest of him remaining untouched. But yeah, if it made them more frequent, that would be a step in a less 'nerfy' direction, I suppose.

  • Rydog
    Rydog Member Posts: 3,275
    edited June 2020

    I think a base kit Overcharge would be really powerful, especially on killers like Doctor or Legion, who can leverage Distressing + Unnerving Presence to really slow things down. It's maaaaaaaaaybe not the worst idea, and I see where you're going, but it might be too strong. I play Doctor this way already, and even red rank survivors have an excessively hard time dealing with it. If I three-gen them with this build, the game is over.

    As far as normalized reverse skill checks, I think this would just be another piece of annoying claptrap that would push new players away, and it is neat and thematically appropriate to have it remain part of the Doctor's unique kit.

  • Onyx_Blue
    Onyx_Blue Member Posts: 1,060

    @Rydog the skillcheck would be just slightly bigger than Overcharge currently is, and skill-check size related perks won't impact on it. Maybe a mechanic to help that function would be that a survivor experiencing the gen-tapped skill-check suffers from Oblivious until the skill-check is over with. And with the new Overcharge design, Oblivious would apply to all of them, making it so it doesn't combo with the tiny skill-check builds. Maybe that would work better?