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How to fix DBD

Dead_by_Gadfly
Dead_by_Gadfly Member Posts: 3,772
edited October 2020 in Feedback and Suggestions

Giant Wall of Text Incoming:


In a video ohtz mentioned that the developers are unhappy with the feedback they get. Apparently people complain without offering solutions. So, I’ll give them the benefit of the doubt and offer solutions for what in my mind DBD should look like.

Ground Up-

First is adding a mandatory secondary objective. Game speeds, particularly at the start of the match, is way to fast. Against good teams that truly understand the game it’s not uncommon for 3 gens to be gone when you get your first down. While this isn’t an unwinnable position for the killer, it certainly puts them at a huge disadvantage.

Each map would be split into 5 Regions, with the center generator being the 5th region and the other 4 occupying equally the rest of the map. Each switch takes 20 seconds to power at base (perks could adjust time either plus or minus) and once the switch is activated the generators in that region are able to be worked on. Power Cables should run from the switches to the generators and connecting all the generators on the map to the end gates (this will alleviate some of the issue with Survivors locating gens while also giving the killer more time at the beginning of the match).

Gen placement across all maps should be standard and not RNG based. Each region should have 1 or 2 gens, never 3 (this will reduce the probability of a 3 gen situation either by accident or on purpose). At the beginning of the match gens are orange for the killer, once they are Activated and can be worked on they change to Red (letting the killer know which Region to worry about). Survivors will also receive a global notification that a Region has been activated (though they won’t know off hand which one). Switches are NOT highlighted for the killer or Survivor and are RNG based (survivors can follow the cables to locate the switch).

This slows the beginning of the game down, offers unique opportunities for strategies that can be employed by both sides and gives room for new perks or new updates to old ones (i.e. Remember Me slowing down activating a switch, Wake up speeding up activating a switch or new perks entirely).

Speed Caps – One of the reasons we have gotten stuck in a specific meta is because the devs are concerned with things stacking together making the gens either too slow or too fast. This can be addressed, while also bringing more consistency to the game, by simply adding Caps to the game. A generator can never be completed quicker than 60 seconds even if all 4 survivors work the same gen using prove thyself and BNP’s. It can also never be slowed more than 100 seconds (stacking thanta, dying light and a bunch of Freddy addons would still never go beyond 100 seconds). This could be even more restricted depending on how the devs and community feel about it making it 70-90. I would be cool with that (encourage it in fact). This eliminates the draw in running all gen slow down perks/add ons or gen speed up perks/items and frees the meta up a little to run more interesting combinations. But more on perks later. This line of logic can also be applied to healing, totem cleansing etc etc.

Chase – This is where people have the most interaction/fun in the game and as such it shouldn’t be changed a whole lot. The blade wipe animation should be reduced though, and the speed up after getting hit should also be slowed down. Hitting a survivor that likes to hold W means spending another 20 seconds catching back up to them. If all 3 survivors are currently working on gens (particularly if they’re on different gens as would quickly become the meta more so than it is now) you’ve already lost a 4th of a gen (x3) just in catching back up after hitting someone. This is why there are so many issues today. Chases have to be much shorter. Cut both the blade wipe animation and the speed up of the survivor in half. This means survivors will have to be much more aware of their environment and where they are being chased into, as dead zones would actually become dead zones.

Map Consistency – Personally I love the RNG aspect of DBD in that not every map every time looks exactly the same. I don’t want to lose that, but there does need to be more consistency. In keeping with that, the number of pallets should always be the same, 10. Each Region (same regions as before with the gens) should have 2 pallets, 1 safe and 1 unsafe. This leaves us with 5 safe pallets on the map and 5 unsafe pallets on the map. It will be more difficult to string the pallets together, but will also make it easier to know when a Region is no longer safe and (if they do it correctly) eliminate dead zones that spawn in that way from the start. Maps should all be the same size/number of tiles. They can of course vary in the middle building, aesthetics and what tiles spawn where, but some maps right now are way to big (I’m looking at you Mothers Dwelling and Rotten Fields), while others may be a bit small (like Dead Dawg). 156 is the average number of tiles right now and that’s a bit big too. Anywhere in the 140’s (Badham’s are all in the 140s for Context) feels about right. To allow some variation in size and shape any where in between 140 and 148 should be fine. No bigger, no smaller. In door maps in size anyway all feel ok to me (though there needs to be stairs in every corner that don’t require kicking a wall on Midwich).

Totem Placement – There’s 5 possible totems. The way this should work is 2 totems should spawn in very easy to find locations out in the open, 2 should spawn in harder to find locations (like next to rubble on a jungle gym), and 1 should be in a hard to find location (like behind a wall in a center pillar on Macmillan, you won’t see it at all if you aren’t looking for it specifically). To keep RNG each map should have 5 easy possibilities, 5 harder possibilities, and 5 hardest possibilities. Each Region of the map (same as the Regions for Switches/Gens/Pallets as mentioned before), should have a totem spawn in a location and have possibilities for each. So when the match starts the game will pick a location for each totem using the above logic. Hex Totems ALWAYs spawn in the hardest locations. So if a Killer runs 4 hex perks, all 4 will spawn in a hardest location. On paper this sounds bad, BUT it also means there are only 5 possible locations per map. The smartest survivors will memorize those locations and Hex Perks will be easier to locate. The survivors who aren’t as smart or don’t want to invest the time in learning the locations will be at a disadvantage, this adds a bit of a skill cap for totem hunting while also eliminating the “oh look a hex totem” situation.

Debris and “Half Walls” – There needs to be a bit more of both. More debris around loops to make looping a little harder on the survivor, and more “half walls” to make it easier for them to quickly hide/block line of sight when getting away from Killer. This would also make it more difficult for High Mobility killers to quickly get across the map. By half walls I just mean a short wall that breaks line of sight in between tiles. You see these littering the outer edges of the map where they’re mostly useless. With less pallets and a shorter blade wipe animation, these half walls will offer some more counter play depending on how the survivor uses them. As an example of debris, on Autohaven you have those very basic loop around the car drop a pallet. Just put a tire of against the side of the car, this will make looping a little harder for survivors that aren’t paying attention increasing the skill cap on looping.

Killer Perks –

I’m not going to go through each and every perk in the game because I’d be here all day and this is already a giant wall of text. I am going to address a few perks, in particular meta perks.

STBFL- Given that we reduced the blade swipe animation and reduced the survivor speed up animation above by half, this perk should also be cut in half. If not changed entirely.

Brutal Strength – Since we reduced the number of pallets, Brutal should only work 3/4s as fast as it does now.

Thanta – Given the slow down caps we no longer have to worry about this stacking, it needs to be a 10% reduction to gen repair speeds per injured survivor.

Pop – Since we added switches, and reduced chase times, this needs to be nerfed. 15% at Tier 3, lasts 30 seconds. We’re also buffing the crap out of Thanta and Dying.

NOED- One insta down per unique hook, also a dull totem is selected at the beginning of the match. If THAT totem is still up then NOED appears (not just any random totem, increases the likely hood that a survivor will accidentally cleanse NOED before end of game).

Enduring – counters all stuns not just pallet stuns (I’m looking at you DS).

Dying Light – 6% at T3 per token, Obsession is neither helped nor hurt by this perk, it doesn’t effect them in any way. Once they are dead perk is disabled (keep in mind gens will never take longer than 90 or 100 seconds).

Fire Up – 6% at T3 per token. Keep in mind we nerfed brutal (so stacked is still reduced) and effects aren’t noticeable until after 3rd gen is done really.

Gear Head – When putting a survivor into the dying state, the nearest Generator being worked on is lit up for 10 seconds. If no gens are being worked on, and a survivor starts working on a gen within that 10 seconds, the gen will highlight for the remainder of the time.

Hex Undying – Same as now except you can only see a survivor if they are cleansing a totem (removes the range aura reading). A hex can only be moved twice (no more cleansing ruin 4 times).


Survivor Perks –

Object of Obsession – Same effect as now except also get the hindered status effect moving at 75% speed.

Adrenaline – Survivors on the hook will be considered in the dying state, adrenaline will no longer fully heal them when coming off hook.

Decisive Strike – Timer is removed entirely. Once the Survivor is fully healed or interacts with anything (i.e. lockers, gens, totems etc etc (obviously this doesn’t include vaulting)) the perk deactivates. Can be used twice. This should really hurt the tunnelers while not effecting killers that don’t tunnel at all.

Borrowed Time- If YOU are unhooked with in 32 meters of the killer BT Activates (no longer reliant on the unhooker running this). People on hooks are never oblivious (nerfs the Freddy gimmick).

Dead Hard – Remove invulnerability from the perk. Essentially just used to get a little distance. Still causes exhaustion.

Small Game – Include number of totems left on the map as a counter.


Mori Offerings – Removed from the game entirely. Yellow mori is now base kit (final survivor can always be mori’d). Think of it as a reward for getting a 4k instead of an offering that makes the game easier.

Key’s – Only allows the person using the Key to escape, no longer discoverable in chests. Hatch only appears after the last gen is done or 1 survivor is left in the match.

Let me know your thoughts.

Post edited by Dead_by_Gadfly on

Comments

  • Dead_by_Gadfly
    Dead_by_Gadfly Member Posts: 3,772

    This is badham 1. I added in regions/gens to give an example of how this would work

    Picture1.png


  • Dead_by_Gadfly
    Dead_by_Gadfly Member Posts: 3,772

    Since we've shaken up the meta by adding secondary objectives and addressing some of the meta perks, I think it's also prudent to buff/change perks to make them more attractive and offer different styles of play outside of the current meta.

    Survivor Perks:

    Lightweight - Reduce the sound of footsteps in addition to current effects

    Botany Knowledge - Healing speed is increased by 20/30/40%

    Sole Survivor - In addition to it's current effects, survivor receives the haste status effect increasing their speed to 110% until the hatch is closed.

    No Mither - (Complete Change) You cannot be affected by the broken status effect and mending times are reduced by 50%, grunts of pain are reduced by 25/50/75%. This does not apply when broken by sickness.

    Wake Up - Open Exit Gates and Activate region switches 5/10/15%, when doing either of these things your aura is revealed to the other survivors.

    Vigil - You and your allies within a 32 meter range recover from status effects 20/25/30% faster.

    Dance with Me - Same effect as now except buff from 3 seconds to 6.

    Diversion - Same effect as now except reduce time from 45 seconds down to 15.

    Breakdown - Same effect as now except hooks broken by breakdown do not respawn

    Distortion - Same as now except 6 tokens instead of 3

    Solidarity - Same as now except it applies when using a med kit or regular healing action

    Head On - I hate you. That is all

    Flip Flop - Same as now except increase the maximum wiggle to 50 - 60 - 75%.

    Fixated - Same as now but walk 25/50/75% faster (as long as walking is still slower than running).

    Camaraderie - While on a Hook, if the killer is within 10 meters of the hook for more than 10 seconds, your hook states last 25/50/75% longer. Killers aura is revealed to all Survivors.

    Any Means Necessary - Reduce time it takes to pick up a pallet from 4 seconds down to 2.

  • Dead_by_Gadfly
    Dead_by_Gadfly Member Posts: 3,772

    Since we've shaken up the meta by adding secondary objectives and addressing some of the meta perks, I think it's also prudent to buff/change perks to make them more attractive and offer different styles of play outside of the current meta.

    Killer Perks:

    Unnerving Presence - Buff from 10% chance of triggering skill check to 50.

    Predator - Same as now except the scratch marks also last 2,4,6 seconds longer.

    Save the Best for Last - Given how we reduced the sprint burst the survivor gets and reduced the weapon swipe, this perk needs to be changed entirely. Now, after 3 survivors are dead, the aura of the last survivor is revealed to you for 4/6/8 seconds.

    Overcharge - Same effect as now except skill check appears after the survivor has been interacting with the gen for 2 seconds.

  • Dead_by_Gadfly
    Dead_by_Gadfly Member Posts: 3,772

    Scott Junds recent video agrees with one aspect of this post. Ohtz agreed with other aspects. Hopefully people see this and up vote it to get the devs attention


    https://www.youtube.com/watch?v=jGFY2GeetfM&t=28s

  • Kind_Lemon
    Kind_Lemon Member Posts: 2,559

    in reply to your YT post, easier has always seemed to be the motto the devs live by when balancing, and that's gotten us where we are now. Place-able totems is by far not the easiest solution, but as far as I'm concerned, it's the right solution for the long-term future.

  • Dead_by_Gadfly
    Dead_by_Gadfly Member Posts: 3,772

    I just disagree. But thats my opinion, youre welcome to yours. I like the rng aspect, but it needs serious refinement compared to what they have now, thats why i gave the solution i did

  • Header
    Header Member Posts: 309

    This sounds great, but i have some small issues with the perks:

    Brutal Strength: I think 20% is ok

    Thana: a bit much but why not

    Pop: I think it can still last 45 sec

    Noed: I hope this cant spawn in a very easy location

    Enduring: ok

    Dying Light: ok

    Fire Up: ok

    Gear Head: ok

    Undying: ok. idea: Undying doesnt remove the tokens when a hex gets cleansed, but instead that hex does it itself (Devour Hope would lose 3 tokens when cleansed, Lullaby 2 tokens and Noed 1 token, every other Hex perk none)

    Unnerving Presence: ok

    Predator: maybe make them brighter too?

    Overcharge: ok

    Stbfl: this sounds awful. should be more like "every time you hit a survivor that is not your obsession, gain a token (up to 6 or so) and lose 3/2/1 when you hit your obsession. every token increases your movement speed by 1% up to 6%. If the last survivor is the obsession, you see the aura of that survivor." or something like that

    OoO: i like otz's idea more

    Adrenaline: ok

    Ds: ok, maybe after repairing/healing for 1 sec and not instantly

    BT: i think it should still be connected to the Tr

    DH: ok

    Small Game: ok

    Lightweight: ok

    BK: ok

    SS: ok

    No Mither: sounds like a ######### legion perk but ok

    Wake Up: ok

    Vigil: ok

    Dance with Me: 5 sec should be enough

    Diversion: maps got smaller so it shouldnt go below 30 sec

    Breakdown: seems a bit much. maybe make it 5 minutes and the hook gets revealed in white to the killer during that time

    Distortion: 5 should be enough

    Solidarity: ok

    Flip Flop: 75% seems a bit much. maybe show the killer that the survivor has it (like Boil Over) and/or decrease recovery speed by 20%

    Fixated: 75%? thats way too much. maybe 20/30/40%

    Camaraderie: just make it go slower while the killer is close. also remove the aura

    AMN: 3 sec should be enough


    (has nothing to do with the post but why not)

    new killer perk idea: after you hooked all but one survivors, the remaining survivor becomes the obsession and gets revealed until hooked (or dead). if you hook that survivor, the survivor that hasnt been hooked for the longest time becomes the obsession (and repeat). the perk deactivates, when only 3/2/1 survivor is alife

  • Dead_by_Gadfly
    Dead_by_Gadfly Member Posts: 3,772

    Yeah I just came up with something random for stbfl. I just think it would be op af in its current form given the other changes I made. Your idea works too but i worry it might be op when stacked with pwyf. Maybe if theres a cap to how fast the killer can move too (like gen speed and healing speed caps) it could work.

    What was ohtzs idea for OoO? Dont remember and if its better it should be in here

    Thank you for the feedback :)

  • Dead_by_Gadfly
    Dead_by_Gadfly Member Posts: 3,772

    Interesting, I wonder if I can get him to review this thread and incorporate some of the ideas

  • Kind_Lemon
    Kind_Lemon Member Posts: 2,559

    lol, disagreeing is fine.

    When I look at your paragraph on totems, I see: the killer still has no say which perks use which totems, and survivors now have an easier time finding totems (the latter of which I think is part of your goal) once survivors know the game. But the biggest issue remains that "difficult" is extremely subjective and the difficulty of any singular spot on the map is also based off of rotation of map tiles, location of generators, and spawn points of survivors, all of which change from trial to trial.

    i.e. a 90 degree turn in a tile might result in no LOS unless the survivor is pressed up against the outside wall or LOS from across the entire map. One totem is harder to detect than the other. Furthermore, while I support the general idea of totem regions (you bring up regions in different paragraphs) because giving more advanced survivors more ways of being better is almost always a super cool idea, but I don't support static spawns because of how easy it is for a survivor to beeline for a potential hex totem at the beginning of the match without any thought whatsoever. On maps like Disturbed Ward (my favorite map for all roles except when the exit gates are powered), totems could start being reliably broken within the first 40 seconds of every match if a killer decides to just bring a hex totem and no hex-support perks. Additionally, your solution still requires the devs to hand place all totem spawns, and even if a killer thought, "It would be so much better if my totem was X place instead", the killer can do nothing about it. My solution aims to remove the need for developer fabricated gameplay and instead give more agency to players much like The Trapper's traps.

    Having a totem break because the killer placed it in a bad spot or around a hiding survivor is a much better feeling than the sort of helplessness that comes from seeing a randomly placed totem from across the map break just because a survivor spawned near the tile and thought to check it. This last point about how it feels to have totems break is the driving force behind why I decided to even consider reworking totems in the first place. Your argument seems to be much more about having the devs balance totems themselves while mine focuses on making players feel like they have more impact on their matches. A conversation about, "wow, we couldn't find it even though we were trying to watch and see if you stopped to place a totem somewhere. Nice job hiding it!" sounds so much more interesting than "We couldn't find it anywhere and there was no input we could have gleaned at all from where you went. What totem spawn spot don't I know? I'm asking because that was really annoying."

  • MasterofSFL
    MasterofSFL Member Posts: 125
    edited October 2020

    I’m just going to address these things individually, @Dead_by_Gadfly. The things I’m going to address are Bold and Italicized.

    Ground Up

    “First is adding a mandatory secondary objective...Each switch takes 20 seconds to power at base (perks could adjust time either plus or minus) and once the switch is activated the generators in that region are able to be worked on...At the beginning of the match gens are orange for the killer, once they are Activated and can be worked on they change to Red (letting the killer know which Region to worry about)...Switches are NOT highlighted for the killer or Survivor and are RNG based (survivors can follow the cables to locate the switch)."

    While I agree secondary objectives should be implemented, this idea of switches and regions isn’t it. The primary issue I see with this is that activating a region immediately paints a target for the Killer and cables just give a direct line to survivors, defeating the purpose of most information perks and giving them a massive bonus in the form of 1-3 more perk slots. Instead, I would rather your “Power Cable” idea be used, where the survivors have to couple and lock them into place (maybe using a randomized ↑→↓→). Cable Plugs spark after a gen has been completed, cables wrap around the map and there are 3 disconnected cables. Doing so would lengthen the time till the exit gates are powered.


    Speed Caps 

    A generator can never be completed quicker than 60 seconds even if all 4 survivors work the same gen using prove thyself and BNP’s. It can also never be slowed more than 100 seconds (stacking thanta, dying light and a bunch of Freddy addons would still never go beyond 100 seconds). This could be even more restricted depending on how the devs and community feel about it making it 70-90.

    Currently two survivors can do a generator in 47 seconds. It takes 80 seconds to do just one by yourself. This basically eliminates the need to work together. Slowing generator speeds directly shouldn’t be the move, I would propose instead that working with 1 or more survivors a stacked effect is applied that (actually) significantly increases skill checks, reduces the range to hit it and after a certain amount of failures (say 6-X {X= Survivor count on gen}) the generator stalls. This would help slow down overall generator progress, without actively nerfing the time and discourage 4 men on gen. Do that and rate decreases for generators can be easily placed in.


    Chase

    This is where people have the most interaction/fun in the game and as such it shouldn’t be changed a whole lot. The blade wipe animation should be reduced though, and the speed up after getting hit should also be slowed down. Hitting a survivor that likes to hold W means spending another 20 seconds catching back up to them.”

    Chases shouldn’t be touched, if you’re slowing down generator completion and adding in a new secondary objective, short chases will just amount to easy wins by killers more often than not.

  • Dead_by_Gadfly
    Dead_by_Gadfly Member Posts: 3,772

    Hex Perks are always in the hard to find locations. This eliminates the chance of a survivor happening to find it by accident.

    My argument is a time issue. From what it sounds like you want the killer to spawn in with no Hex Perks active and physically go around and place them, that takes time and would be quite annoying honestly. It's a game play issue. On top of that the killer could keep the totems in his pocket until there's only 1 or 2 gens left. Which honestly is pretty op in some cases (disadvantage in others). And I wasn't looking to balance totems, I was looking for a way for the system to work better than it does now (which is a pretty low bar).

  • Dead_by_Gadfly
    Dead_by_Gadfly Member Posts: 3,772

    @MasterofSFL While I agree secondary objectives should be implemented, this idea of switches and regions isn’t it. The primary issue I see with this is that activating a region immediately paints a target for the Killer and cables just give a direct line to survivors, defeating the purpose of most information perks and giving them a massive bonus in the form of 1-3 more perk slots. Instead, I would rather your “Power Cable” idea be used, where the survivors have to couple and lock them into place (maybe using a randomized ↑→↓→). Cable Plugs spark after a gen has been completed, cables wrap around the map and there are 3 disconnected cables. Doing so would lengthen the time till the exit gates are powered.

    Yes, painting a target for the killer is actually the point. It requires the survivors to actually work together in some manner, and I'll give a few examples. 4 survivors split up at the beginning of the match, all 4 start working a switch. Killer finds one and starts chasing them, the other 3 activate their regions, that's 6 different gens that the killer now has to patrol to figure out which gens are being worked. If the survivors activate only 1 region at the beginning they can work 2 different gens while the killer is chasing someone. This is what I meant by interesting strats with plays and counter plays. But yes, the point is to slow the beginning of the game down and encourage engagement before things get rolling. A few minutes into the game and all regions will be active so it won't matter eventually. This could even be on a timer, 2 minutes into the game all switches activate for instance (just as an example). The major problem today is there really is no middle game at all as the first 2 to 3 gens are gone very quickly, this is because there's nothing stopping them from jumping on gens immediately. Unless I'm misunderstanding your idea adds time at the end of the game where it's not really needed. It's a neat idea, and it's certainly better than what we have today, but my point was to extend the beginning and middle portions of the game, not the end.

    Currently two survivors can do a generator in 47 seconds. It takes 80 seconds to do just one by yourself. This basically eliminates the need to work together. Slowing generator speeds directly shouldn’t be the move, I would propose instead that working with 1 or more survivors a stacked effect is applied that (actually) significantly increases skill checks, reduces the range to hit it and after a certain amount of failures (say 6-X {X= Survivor count on gen}) the generator stalls. This would help slow down overall generator progress, without actively nerfing the time and discourage 4 men on gen. Do that and rate decreases for generators can be easily placed in.

    Yes and 47 seconds is way to fast. If you hit a survivor, just once, and that survivor just runs straight, it will take you 20 seconds just to catch back up to them before they play a pallet. That's almost half of the time you just gave. This is a problem. A big one in fact. It's why gens feel like they're to fast because chases take so long. Keep in mind, in order to 4k a killer needs 24 stabs at base before any healing takes place and assuming unhooks occur. This is literally impossible against good survivors. Now maybe what I suggested is to much (between the gens and the other things in chase) but we won't know until it's tested at a high level. The issue I have with your suggestion is good survivors don't care about skill checks, they'll hit them all day every day. Doesn't matter how fast they come.

    Speed also effects both sides, the suggestion isn't JUST about slowing down gens, it's about keeping them from being to slow and freeing up the meta for different perks to be run leading to a more interesting game. There's no point in Freddy (as an example) in running a forever Freddy build since the gens can only get so slow to begin with. Might as well run something else.

    Chases shouldn’t be touched, if you’re slowing down generator completion and adding in a new secondary objective, short chases will just amount to easy wins by killers more often than not.

    I disagree, and for all the reasons I mentioned in my original post and above. Cutting those things in half may be to much, I honestly just threw numbers out, it would need to be tested and refined of course. But as the game is now, today, any survivors that aren't escaping with AT LEAST 2 people are simply bad survivors. It's on them that they lost, not anything to do with the killer. It's not even about skill, you just need to know how to hold m1 and hold w at the appropriate times. If all 4 members of the survivors know how to do those 2 things (again at the appropriate times) it's going to be very rare that they lose, and that's just decent survivors. GOOD survivors depip the killer every time, hence depip squad. And this is for all of the reasons mentioned. Gens are to fast (and honestly kind of boring), chases are to long, there's no middle game at all. And before anyone even goes there I'm consistently at rank 1 on both sides and have over 2k hours in the game. And I run solo on survivor. I know what good players and bad players look like.

  • Dead_by_Gadfly
    Dead_by_Gadfly Member Posts: 3,772

    Now that I'm thinking about it, Corrupt Intervention would have to be completely reworked, as it's essentially base.

  • Header
    Header Member Posts: 309

    it could just work for the 2 farthest switches instead

  • SquillDBD
    SquillDBD Member Posts: 163

    I don't think you realize how slow 75% is, that's the movement speed of being intoxicated. I would be okay with 95% like the huntress add ons.

  • SquillDBD
    SquillDBD Member Posts: 163

    Just to add on to the key one, the person who brings a key into the trial should be moriable.

  • Dead_by_Gadfly
    Dead_by_Gadfly Member Posts: 3,772

    75% was me being nice. Its a very powerful effect, seriously op in its current form. It needs a serious drawback. The killer being able to see you isnt a drawback. No Mither lets you get up as many times as you want, which while powerful isnt as powerful as being able to see the killer at all times. It needs a serious drawback, and 95% aint it.

  • Header
    Header Member Posts: 309

    the aura reading is way too strong and hard do balance, thats why i like otz's idea more

  • Dead_by_Gadfly
    Dead_by_Gadfly Member Posts: 3,772

    that's fair. If there's a better suggestion we can go with that.

  • Kind_Lemon
    Kind_Lemon Member Posts: 2,559

    my issue with your post is that "hard to find" is extremely subjective because of how A. tiles rotate and (to a lesser extent) how B. different human brains function when searching for an object.

    Sure, there are "generally harder" spots, but that's made irrelevant by what you yourself suggest as you note that more knowledgeable players will be able to know exactly (down to the pixel) where hex totems spawn as soon as the match loads, and that to me seems like poor game design. A survivor can easily deduce most of the meta perks' existences as soon as their effects become apparent, and that knowledge allows survivors to quickly calculate which totem locations in which they should be looking (the "easier spots" already known to not contain a hex totem). Players shouldn't be able to disable perks that easily simply by nature of chance of player and tile spawn (the whole issue of hex perks in the first place). After all, the hatch locations were changed from being static to being procedural for that very reason, and that's one of the few decisions I can think of that have an intent I can 100% support.

  • Header
    Header Member Posts: 309

    totems should spawn in spots that either cant rotate or hide the totem well enough so that it cant be seen from any side.

    also if a survivor knows every good hiding spot for a totem then there is nothing the killer can do about it, not even with placeable totems