2v8 Killer Mode Idea (League Mode)
Contents:
- Player matchmaking and Setup
- Loadout, perks, items, offering, add ons
- Gameplay objectives/Map layout
- Restrictions and competitive adjustments
Player matchmaking and Setup
Matchmaking
When playing killer or survivor an additional option will be presented for queueing into league mode. When selected you will be presented with two options, invite a friend (if you don’t already have players in your lobby) or start a queue to matchup with a random player(s). As a survivor you will initially be paired with other survivors until you have 4 people and then paired with another group of 4; these will be survivor teams A and B. For killer you are on the same team.
Setup
There will be in-game mic chat in this mode. This will be present during, post and pre gameplay (lobbies). Mic chat is not shared between survivor groups A and B, conversely mic chat between killer and survivor are not shared until post-game; the killers may talk to each other and the survivors may talk in their own group (A or B). The game starts after a minute and a half regardless of all players being ready, this additional time is given for the increased need for pre-game coordination. Voting will be done in the first minute (see restrictions and competitive adjustments).
Loadout, perks, items, offering, add ons
Loadout
Both killers have two perk slots each and each survivor has one perk slot each.
Perks
All perks are allowed except for ruin, pop and noed (see section 4 for more info). Both killers share their 2 perks with one-another. As for survivor, each survivor in both team A and B may choose 1 perk, perks are only shared between members of the same team (A team’s survivor perks chosen are separate from team B’s). Both killers and survivors can not choose a perk that has already been selected by one of their teammates.
Items
Starting the trial with an item is prohibited, though you may find an item in a chest and use it.
Offerings
Bringing offerings are prohibited.
Add-ons
Uncommon and brown addons are allowed for killer.
Gameplay objectives/Map layout
Gameplay Objectives
When the trial starts there will be 16 generators, survivors must complete 10 to escape. Killers as normal will need to hook survivors and pressure gens. Victory is decided upon a compound-factor.
Killer objectives
Scoring is determined through duration of chases (regardless of win or loss with a chase being defined as time to get a hit, in which the chase timer is paused for the duration of the survivor’s hit sprint-burst) and the amount of hooks scored. Shorter chases for killer will multiply hook points starting at a higher factor and decreasing as total chase time increases. Basement hooks are worth double points. Staying near a hooked survivor for longer than 10 seconds will start to increase the chase time factor. If a survivor is downed or injured without being in a chase the chase time factor remains unaffected. 4 three hooks will guarantee a rank up for that killer. A killer will not lose rank if both killers achieve 2 kills at least or more. Conversely, a Killer will derank if less than 2 kills for each killer is achieved.
Survivor objectives
Scoring for survivor is determined by generators completed and is multiplied by a factor of total chase time with an inverse factor from killers (factor starts lower and increases as chase time increases). Hook saves do add to this factor, though unsafe hook saves or other mistakes will negatively affect survivors chase time factor, therefore decreasing total chase time. Unsafe unhooks do not affect the current score as it stands with already completed gens. A survivor escape will guarantee an increase in rank of that individual survivor in league mode. You can still avoid losing rank if your team (A or B) achieved the minimum threshold of points. You will derank if your team’s contribution was far less than the other survivor team (either A or B).
Map Layout
Generators will spawn at any possible location even if they are right beside one another. Pallets will spawn at all possible locations (possible locations can be seen when using Freddy’s dream pallets). These pallets are all real and usable, window vaults will stay the same. The map remains the same size as always. Chests are increased to all possible spawn locations, similar to pallets. Hooks are also spawned in all possible spots. Killers will always spawn on one side of the map and survivors on the other side, this will give killers a slight starting advantage and will make it more challenging for survivors to slip past killers and immediately start working on gens behind them.
Restrictions and competitive adjustments
Restrictions
Ruin - this will be a mechanic of the mode and will be removed from the perk pool. due to the time it takes to find, chase, hit, hit again, pick up, hook survivor, and then make it all the way back to the generator they were working on- there should be pressure put on gens just from killers being close and force good survivors to make important calls with gens. Regression should be 200%, as shown with ruin countless time, it only works when killers play well and efficiently.
Pop - Ruin will be in play as a mechanic for the whole game, rendering this perk and any other perk that involves kicking gens useless. For this reason any perk that involves kicking a generator is restricted.
NOED - The reason for restricted NOED is because of the way it rewards the killer without having to play well. Typically used as a crutch for new players and should not be used in a competitive play. It gives an unfair advantage to the killer and eliminates match variety. Even if it was allowed it may lead to it being restricted in the pre-lobby voting (more on that later) and would be a waste of a vote.
Competitive adjustments
In the game there will be a ruin affect on all gens for the duration of the trial, this will be a mechanic that is not cleanse-able. Before the match each player will vote for a perk to be restricted. Both killers get to choose one perk to restrict, and all survivors vote on one perk to restrict. Team A will vote among themselves as will team B for the two perks to be restricted. The perks with the top two votes are restricted, if it’s an 8-way or 4-way draw then (a) random perk(s) are chosen, respectively. Since there are no map offerings, maps will be decided at random. As this mode develops I hope certain realms or maps that seem to bias one side or the other are removed from the map pool; I.e really large maps or maps with too many strong pallets.
TL;DR Please don’t comment how, “This could never work,” if you didn’t bother to read any of it. Thanks :)
Comments
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Why the limited amount of perks and add-ons? This would just lead to boring repeats in every game because everybody would just play Nurse, Spirit, or maybe Wraith. Lower tier killers would be destroyed due to not having add-ons or perks, and survivors would then get destroyed by high tier killers with low reliance on add-ons due to only having one perk, which make up the vast majority of the strategy of DBD. This is also ignoring that BHVR won't add something like this because DBD has a more casual audience and isn't balanced around competitive play. Oh, and if you're going to ban NOED for being a crutch perk, ban Unbreakable and Dead Hard.
TL;DR This could never work.
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Both survivors and killers are given 4 perks, they just all have to bring the same perks.
I can see dead hard being somewhat of a crutch perk, though that has a cooldown. NOED has no cooldown and can be easily cheesed with two killers. I can’t see being able to get up one time if the killer doesn’t hook you a “crutch,” but to each their own.
I find a lot of iri/purple/green addons to get out of hand quick with killer, considering there are two killers on comms. Also, survivors can’t bring an item to the trial.
I believe your forgetting that there are two killers, so low tier killers that rely on setup can setup, while a higher level killer pressures gens immediately, i.e nurse and pig or spirit and trapper/hag.
That’s the whole point of restrictions and making “competitive adjustments,” because it isn’t balanced, so I am balancing it. I feel like you’re projecting on this particular point you made.
Thanks for the Feedback. :)
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