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Ideas to Balance out the end game (FOR THE KILLER SIDE!)
Disclaimer: I will probaply trigger a lot of survivor mains out there and gain a lot of hate and LOL ratings. Please be aware, that i dont care / respond to these types of comments. If you want to say your oppinion, please be polite and tell me, why my ideas suck, so i can have a normal discussion with you. Thank you for reading the disclaimer c:
So, i got 2 ideas on how to help killers in the endgame and to balance it out a little. Please be aware, that both of these ideas will indiretly nerf the survivors endgame heavily.
1st idea:
Make the Perk Hex: No One Escapes Death a passive ability for all Killers, after an exit gate got opened (similar to Blood Warden).
Perk Reworks:Obviously this change would require us to completely rework the Perk Hex: No One Escapes Death (NOED), since we cant just remove it, so here is my suggestion: As we all know, NOED is, compared with the other Hex Perks and to the downsides of being a Hex, one of the worst Hex Perks there is. Killers play the whole round with only 3 perks, and therefore the last one wont even last longer than a minute / wont activate at all. for these massive downsides, i think the perk should be very powerful, so why dont we remove all the current effects, but therefore allow the killer to instantly mori the survivor who got grounded. That way this perk is finally worth being a Hex. Survivors will be notified the killer has it, once the exits get powered.
Reasoning:So, why did i come up with this idea? Obviously this idea is ment to put pressure on survivors once the gates are opened and make them decide, weather they want to leave and save their life or go back and try to save their friends life. If they decide to go back, this puts them in great danger, instead of giving them and the hooked person a free escape, unless the killer is hard camping (unhook, bodyblock, escaped) and also it would encourage killers to leave the hooked person and stop camping. This whole idea is ment to make survivors leave, when they have the opportunity, instead of staying around and trolling the killer, since they've already won and the killer has no chance in catching them before they leave. I also know, that NOED is called a "crutch perk", but honestly, you can avoid it very easily by being stealthy, so i see no problem with giving the killer the passive ability to have NOED. the only time this could lead to a problem is, when a survivor gets chased in the time the last gen is repaired. but since the passive NOED is deactivated while they cant leave, they should be pretty save, until the first door is open and everyone has the ability to leave the round. Another thing would be, that the killers now have the opportunity op play it strategically: will you put the survivor on a hook and wait for someone to rescue him? or will you just remove him from the round? its your decision. Also the NOED rework would only make sense, since the perk is called NO ONE Escapes Death, so why not give the killer the ability to kill the survivors (similar to rancor), as long as the Hex is up?
2nd idea:
The Entitus blocks the Exit Gate for every Survivor who is currently in a chase. After the chase ends, the door will stay blocked for 5 seconds, before opening up again. (The Entitus wont close the door, but will summon the entity spikes to lock you into the map (1:1 like Blood Warden does it))
Perk Reworks:With this change, we would have to rework the Perk "Blood Warden" (BW), since it would be pretty useless with that change. So here is my idea: The Perk is alled Blood Warden, isnt it? Then make it block the exit gates for Survivors who are bleeding (injured state and dying state). Healed survivors will be able to leave without any problems, while injured and dying survivors will have to stay in the map, heal up and then sneak past the killer, i order to avoid getting hit. This rule does NOT apply for No Mither users. No Mither users will be allowed to leave, no matter in what state they are. Give No Mither some love!
Reasoning: This change would force survivors to leave the gate, befor the killer appears, since otherwise the chase would start and the survivors would be locked in. Also survivors wouldnt be able to stand right in front of the "escape line" (the line they need to cross in order to escape the trial) and wait for the killer to smack them out / t-bag him. Also, Survivors would have to play veery stealthy around the exit gates and try to use the one the killer is not curently watcing, which would lead to some tense endgames. Survivors would no longer be able to just sprint past the killer, maybe take a hit and run out, so this would, in my opinion, balance out the whole gate problem pretty well (btw: the extra 5 seconds are applyed, because is dont want survivors to go down at the spikes and leave, while the killer has the hit animation and the chase ended with the succesfull hit). Also the BW change would only make sense, since, again, the perks name is Blood Warden, so the entity spikes will be up for as long as you are bleeding, unless you run No Mither (because you cant heal up with No Mither). I cant find any problem with that, since first off, nearly everyone runs Self Care (according to the dev statistics, 96% of the survivors run it), secondly you could find a medkit in a chest and last but not least, there will be eigther a person who can heal you or you can use the hatch, if you are the last one.
Congratulations! You just made it through a huge wall of text! Feel free to comment below and tell me your opinion on those things. Have a wonderful day and i'll see you in the fog!
Comments
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1st idea seems a bit op if I understand correctly. Put remember me on Billy/Nurse and it's gonna be near impossible to escape. Maybe if it had a timer of some kind, but the timer can't deactivate while in a chase.1
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I don't think I could get behind this.
The first one just feel cheap. It's one thing when the killer opts to use a perk slot for it, especially since it has counterplay. (Don't want to go against it? Break all the totems.) But as a freebie, it wouldn't be fair. I don't think I should get a free kill just because the game is almost over. Going way back to launch when NOED was always on with no hex, it's just going to be the crutch perk again, only this time it'll be a crutch mechanic. Even if it's just when the gates are open, someone else could open a gate while you're in a chase elsewhere.
For the second, I really don't want to see this. I have seen a lot of really close calls at exit gates, where the killer either just barely gets them or they slip out with a few less hairs on their butt cheeks. This would completely remove that. There would be no close calls, there would just be free kills. Again, I don't think I should get a kill in that instance because I didn't earn it. They got to the gate before I could down them, they got out. I shouldn't be rewarded for failure.
I think a better way to address the end game is with more subtle changes. For starters, a reduced attack cooldown, to help combat people taking a hit and to prevent someone from just making a beeline across the map to an open gate with no risk. Then a longer gate interaction by default (Remember Me would likely have to be tweaked so it's not excessive). After that, stick loud noise notifications on the gate controls when someone starts to open them.
With that, you would be able a little more threatening in the end game, but you wouldn't just be getting free kills that you don't deserve.
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-Double Post-0
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Peanits said:
I don't think I could get behind this.
The first one just feel cheap. It's one thing when the killer opts to use a perk slot for it, especially since it has counterplay. (Don't want to go against it? Break all the totems.) But as a freebie, it wouldn't be fair. I don't think I should get a free kill just because the game is almost over. Going way back to launch when NOED was always on with no hex, it's just going to be the crutch perk again, only this time it'll be a crutch mechanic. Even if it's just when the gates are open, someone else could open a gate while you're in a chase elsewhere.
For the second, I really don't want to see this. I have seen a lot of really close calls at exit gates, where the killer either just barely gets them or they slip out with a few less hairs on their butt cheeks. This would completely remove that. There would be no close calls, there would just be free kills. Again, I don't think I should get a kill in that instance because I didn't earn it. They got to the gate before I could down them, they got out. I shouldn't be rewarded for failure.
I think a better way to address the end game is with more subtle changes. For starters, a reduced attack cooldown, to help combat people taking a hit and to prevent someone from just making a beeline across the map to an open gate with no risk. Then a longer gate interaction by default (Remember Me would likely have to be tweaked so it's not excessive). After that, stick loud noise notifications on the gate controls when someone starts to open them.
With that, you would be able a little more threatening in the end game, but you wouldn't just be getting free kills that you don't deserve.
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"Going the whole game without a perk slot" really only applies to late game survivor perks as a argument since if your doing poorly you as a killer will get the benefits of NOED (which is also one of the most op perks in the game). A survivor doing poorly wont get the benefits of late game perks like Hope or Adrenaline. As a killer the only time you wont get to use NOED is if your already doing good and have prevented survivors from completing the gens or if the survivors invested their time to find and remove all the totems on the map in which case you had extra time to complete your objective or you failed to apply sufficient map pressure. NOED is one of the most op crutch perks (comparable to DS) in the game. People would rather it be nerfed to the ground. Its genuinely great the way it is at the moment.
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These ideas just seem to be a complete f u to survivors. The issue with end game is it comes to fast and making the killer super op will only make this game more unfun to play. Second idea is not bad but as long as your at least decent you won't lose the survivor and its granted sacrifices. What this game needs is some side objectives to increase the length of a match. If they can do that this game would be better.0
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@RisenNova said:
"Going the whole game without a perk slot" really only applies to late game survivor perks as a argument since if your doing poorly you as a killer will get the benefits of NOED (which is also one of the most op perks in the game). A survivor doing poorly wont get the benefits of late game perks like Hope or Adrenaline. As a killer the only time you wont get to use NOED is if your already doing good and have prevented survivors from completing the gens or if the survivors invested their time to find and remove all the totems on the map in which case you had extra time to complete your objective or you failed to apply sufficient map pressure. NOED is one of the most op crutch perks (comparable to DS) in the game. People would rather it be nerfed to the ground. Its genuinely great the way it is at the moment.honestly, its posts like these where i ask myself: have you ever played killer? have you ever even seen the killer side of the menu? Have you ever hit rank 1?
cause, and im serious, NOED is such a bad perk, that i would never run it on killers who wouldnt need a boost in the end game. i could list you a ton of perks which are better, but since the current situation at highranks is: loop, genrush, leave there is no other option than to at least try to secure one kill with it.
honestly, if you think noed is op and comparable to DS, i ask myself where your playing at, since i almost never have problems with that perk as survivor. there is sooo many counter plays to it, that its mostly just a way for the killer to get one last hook before he loses.
and what would you call noed, if not an empty perk slot? does noed have any effects while the game is running? no. you play the whole round without a 4th perkslot, which is far more devestating for the killer than for a survivor btw, and then you only have a chance that the perk even activates.
this perk is not even a high risk - high reward perk, as it should be, due to its, compared with other hexes, like devour hope, weak ability. hex perks are at the moment pretty bad perks (yes, all of them. including ruin.), due to the fact that they can be removed at any time in the match.and lets be honest here: you wouldnt run ruin, if the genrush wouldnt be completely broken. i could think of a few better / funnier perks to use, since it really pisses me off, that 25% of every killers perk slots is guaranteed to be ruin. at least i they want to have a chance in this round. you see? hex perks need some serious reworks. may it be a passive, unremovable ability or may it be a huge buff, so these perks are completely broken until they get destroyed. eigther way, you can not say that any hex perks (besides maybe devour hope) are fine / op.0 -
@AChaoticKiller said:
These ideas just seem to be a complete f u to survivors. The issue with end game is it comes to fast and making the killer super op will only make this game more unfun to play. Second idea is not bad but as long as your at least decent you won't lose the survivor and its granted sacrifices. What this game needs is some side objectives to increase the length of a match. If they can do that this game would be better.but this post wasnt about the game, it was about the endgame situation. right now, survivors are godlike in the endgame, as long as they are in a certain radius to an opened door. the killer can do nothing against anything they do to him, may it be teabags, may it be blocking him to save that other guy, etc. the killer will hit them and they escape.
also, i do agree that my 1st idea is kinda cheap, but it would at least give survivors a reason to leave once a gate is opened, cause the killer would actually be scary now. the same goes for my favourite, the second idea. it would add a whole new playstyle to the endgame, since the survivors would now have to be stealthy in order to escape or just go to the second door and escape there, if the killer patrols this gate. it would also open a door for some new interesting strategies, where one survivor gets chased by the killer intentionally and the others escape through the exit in that time. the last one would have to eigther lose the killer or use the hatch now. i just want the killers to be scary in the endgames, cause atm they are nothing more but a big joke. also it would be very interesting to see the survivor using the enviroment around the exit in order to flee from the killer and play strategically with limited rescourses (like remaining pallets or windows). ive read a different discussion where one suggested, that the exit should just get blocked for survivors, once the killer is close and i really liked that idea too. but as our mod above already stated, he doesnt give a ######### about the current exit gate situation. all he wants to add is a "noise notification once someone starts opening the door" which, in my opinion, is some huge BS, since the problem is not the part of the end game where the survivor has to open the door, but the problem starts once the door is opened.
and even if my suggestions are bad, the devs NEED to change something about that. and if its just the killer closing the metal gate with an action when he arrives...
i just wanted to point out that in the current state of the game there is a huge problem and made some suggestions i thought would work out.0 -
I'm all for giving killers a "you failed, here's a basically free kill crutch" similar to the hatch since the devs seem to want to keep in the game, but giving NOED as a passive is not the way to go about this.
I suggested several times to make rancor basically into a passive if all 4 survivors are still alive and the gates have 20 or more +seconds left on opening (else remember me would just be OP as hell) it gets deactivated. When activated the killer gets ONE instadown and a free mori.
Yes it sounds OP, yes it sounds frustrating but having 0 kills is also frustrating and the devs seem to have no problem with making survivors have a reliable way to escape even if they failed hard
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