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How to Fix DbD:

Revolver_Ocelot
Revolver_Ocelot Member Posts: 92
edited April 2021 in Feedback and Suggestions

My take on how to fix DbD as of Patch 4.5.2. I know that the devs will never take these seriously or respond to this post, but here's hoping they might.


=== KILLERS ===

The Nurse: Total power rework. The Nurse does not follow the core components of the game (i.e. once you are spotted not even pallets will help you escaped a Nurse player that has practiced.)

The Spirit: Remove ability to hear survivor's groans of pain while phasing and add some form of notification (like environmental fog increase) that The Spirit is phasing near you when you are working on a generator (the phasing sound is too quiet. I feel especially bad for those who have hearing problems).

The Huntress: Add a limit to how long a charged up hatchet can be held before a cooldown and/or reduce max number of hatchets carried at one time. Change iridescent head add-on.

The Shape: Update power and add-ons. I have written ways to fix The Shape since he hasn't received nearly any changes since his release in 2016. Check it out here:

All Killers: Remove ability to maximize turning sensitivity so the Killer cannot swing, swipe their mouse, and land a hit despite facing away from the Survivor. In other words, once you initiate an attack in one-direction in should only hit survivors in that direction (give or take SOME degrees).

All Killers: The Undetectable status effect should not trigger crows.

All Killers: Killers should have a meter that fills up while remaining in very close proximity to hooked survivors. When filled the Killer should be temporarily stunned and blinded for a very short duration. This will encourage Killers to monitor survivors and survivor objectives and give the survivor being targeted a chance to be rescued.

=== SURVIVORS ===

Remove ability to maximize turning sensitivity. In other words spinning in a circle, in place should not cause a Killers attack to auto-aim away and miss you. Changing directions abruptly should have momentum and use a locomotion animation where the survivor stops quickly then changes direction (footing).

Survivors should have a meter that fills up when not in a chase or helping team mates with objectives. The meter should regress faster while doing objectives and being chased, and the meter should fill up slower when not helping with objectives or being chased. When a survivor's meter is full they should scream (cannot be prevented) and/or have their aura revealed (cannot be prevented). This idea is to prevent a match from dragging on forever when two survivors are left and both hide until the other is found. Also it motivates survivors to do their objectives instead of chickening out or otherwise trolling.


=== MAPS ===

Add new ways to avoid detection with the addition of new props such as furniture (beds, large benches, closets, curtains, tables, etc.) that survivors can hide UNDER or behind.

Large Maps: On big maps such as Haddonfield and Ormond either reduce the size of the maps or add more generators (require 6 or 7 perhaps?) and make them slightly easier to repair (if more are added). Or perhaps require one generator to be powered in order to access a part of the map where the next generator is.

Post edited by Rizzo on

Comments

  • JPLongstreet
    JPLongstreet Member Posts: 7,138

    The notion that undetectable killers should not disturb the crowd makes sense.

    The directional attack you mention interests me: I have been hit several times by an Oni (both with and without his power) when he clearly is facing almost the opposite direction, but never from a console Oni only a PC one. I have always wondered why it connects and also why I cannot pull it off on my Xbox.

  • OopsAllHexes
    OopsAllHexes Member Posts: 624

    Literally the only considerable option on here is the Undetectable change. Everything else favors Survivor heavily, has ways to deal with it, or is unnecessary. Shape rework included.

  • Revolver_Ocelot
    Revolver_Ocelot Member Posts: 92

    I disagree and have an entire folder with gameplay captures the say otherwise.

  • Critical_Fish
    Critical_Fish Member Posts: 629

    Specific Killer Changes:

    The Nurse is by far the strongest killer in the game, I can see how some would want her to go through another rework. But come on, you couldn't even say "good Nurse"? Even good Nurses are easy to beat if you know what you're doing, just a bit of practice will get you no where with her. Plus, out of the killers most complained about (Spirit, Nurse, Freddy, Deathslinger), not only is she the best but she's also the hardest to play AND the most fair. Nurse has well defined counterplay and true 50/50s that Spirit poorly replicates as 90/10s (Killer favor).

    Spirit should 100% keep her ability to hear Survivors, why the hell would you suggest otherwise? Remove her hearing and make her like, low midtier? Spirit has only decent map control and only excels in chases, where in both she's greatly outclassed by a Nurse. She does need a more apparent indicator that she is phasing, though, something more than the crystals glowing (as with some skins they are hidden). It's also of my opinion that she should move grass while phasing.

    Why... why would you ever request one of the most balanced Killers to be nerfed more than Hillbilly was? I agree with the removal/great rework of Iri Head, and I personally prefer the idea of making it require a long range shot to get the insta down, but Huntress is only outclassed in terms of balance by pre-rework Billy with no add-ons. I don't understand how you could ever say she needs a nerf unless you suck at dodging when she first pulls her hatchet up, and then getting behind cover when its fully charged. A Huntress chase isn't a hard game depending on the skill of either player, but it is one that is fair.

    It is of my personal and very unpopular opinion that the Shape is incredibly weak against competent players, but I don't believe he needs a rework. This is a personal and very subjective issue, so I won't argue further.


    All Killer Changes:

    I don't see how the lunge could be an issue. It's not like it actively gives them an advantage, either. Just don't rely on 360s I guess.

    I agree with the Undetectable change.

    Not a single, and I repeat, NOT A SINGLE change like this can be used to counter camping. Did you not consider the concept of Survivors looping around the hook, bomb rushing the hook the second the Survivor is hooked, etc??? I genuinely don't understand the logic of this. It rewards Survivors for playing like ######### and punishes all Killers, not just campers.


    Survivor Changes:

    I don't get how this is an issue? An animation queue could be cool, but it's not necessary. You have full range of motion while lunging as Killer, anyways.

    Uhhh. No. Survivors hiding also isn't an effective tool with how many things a Killer has that can queue them to the Survivors location. You mentioned crows earlier, now think of using them to track a Survivor. Quite a useful trick. Also, scratch marks? A single one can queue you to exactly where a Survivor is, even if you saw it 9 seconds after the Survivor ran there. Generator progress? It's not hard to look around a few rocks if you see a generator that was worked on. This, in the best case scenario, punishes Survivors for no reason that should be an issue for Killers. Also, think of how much Wraith would abuse this. Free aura reading because while cloaked Wraith doesn't enter chase. It also punishes Survivors for not being able to find a generator, which on maps like the Game and Midwich is a genuine issue.


    Map Changes:

    I don't think this is a necessary change. Stealth hasn't been a good idea for... 4 years now? You have legs as a Survivor, use them and don't hide in a corner pretending their broken and saying you have no other means of defense. Even if they were added, only new Survivors would use them, and new Survivors would get caught. A lot.

    On large maps, the ONLY reasonable change would be to reduce their sizes. But the size of Haddonfield isn't the issue for it, it's the shape and structure. The long walls in the form of fences it has are a pain in the ass, and the main structure could be turned into an infinite in some configurations.


    Anyways, I disagree with a great portion of these changes, and I hope you understand why. If you disagree, that's fine, but I think I was as objective as I could've been.

  • TheDuhJ
    TheDuhJ Member Posts: 475

    Something tells me if I read this post, I'm gonna spend hours explaining why its wrong. I'm gonna spare myself today, gonna fill up my easter basket

  • TheDuhJ
    TheDuhJ Member Posts: 475

    The undetectable change makes some sense... but that does not fix DBD. Everything else is just... GOD no.

  • Viktor1853
    Viktor1853 Member Posts: 955

    this is just bad all off it

  • Sheldor
    Sheldor Member Posts: 215

    Sell it to a professional publisher with professional programmers and QA testers and have them recode and redesign the spaghetti mess that BHVR has trapped themselve into....