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Exit Gate Block Perk Nerfs

Here are simple, but effective nerfs that I've come up with regards to the Exit Gate Perks that affect the amount of time it takes to get out, or otherwise guarantees a victory for the Killer:

Blood Warden

  • Blood Warden is now a Hex Perk, meaning it can be deactivated if a totem is destroyed.
  • Blood Warden will now automatically break once the Endgame Collapse timer reaches 10% or if the Perk's timer runs out.

No Way Out

  • No longer gives the initial 10 second blockage on the Exit Gates. This effectively reduces the total amount of time to be based on how many survivors have been hooked.
    • Total amount of time the gates will remain inactive is reduced to 16/24/32 seconds, per tier, from 26/34/42.

Remember Me

  • When hitting the Obsession with a Basic Attack, the Obsession status will now transfer over to another player entirely.
  • Additionally, the amount of time added to opening the Exit Gates is reduced to 2 seconds when hitting the Obsession with a Basic Attack.
  • Conversely, the amount of tokens you gain is increased to 4/6/8.

What this does for the following:

  • It now makes it possible to completely counter Blood Warden if you're a smart survivor team. The fact that Blood Warden wasn't made a Hex is a baffling decision.
    • This also now makes it possible for Survivors to escape if the Killer wants to try and camp them out from the Exit Gates. Woops, no more free victory at the last quarter.
  • No Way Out's effectiveness is reduced but is still overall pretty great considering that you still get a substantial amount of time gained from hooking survivors. It's just not egregiously bad now.
  • Makes Remember Me require a lot more strategy than just "keep hitting the Obsession" since now your Obsession could very well be across the map or something.
    • Additionally, the more stacks means that the Obsession will be constantly switching, forcing the Killer player to make the tough decision to either focus on the Obsession or focus on the team.
  • Makes all of them a lot more tolerable and fair to run.

And I'm saying this as someone who predominantly plays Killer. I think these perks need these nerfs and changes in order to foster a healthier state of the game against the Killer. This would be, at least in my opinion, a good start to actually making changes to help the state of the game.

Thoughts?

Comments

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  • BSVben
    BSVben Member Posts: 256

    Blood Warden is very situational, and already has two powerful counter strategies. You can 99 the gates, or open and just leave before someone gets hooked.

    No Way Out gives you less than 50 seconds of blocked doors at max stacks, hardly a great perk.

    Remember Me is laughably bad, giving only 16 seconds of blocked doors at max stacks.

    If a killer runs any, or even all of these perks combined, then they are comitting to a game with little to no helpful perks.

    Why nerf perks that virtually no one runs and that very few have any issues with?

  • DawnMad
    DawnMad Member Posts: 1,030

    I think that Blood Warden idea is actually pretty good, more of a buff than a nerf. It doesn't give an immediate danger like Noed and it can be found and destroyed, it just feels too strong if 1 person is left.

    Others are just straight up nerfs that those perks don't need. They are already last resort, non-meta perks.

  • BSVben
    BSVben Member Posts: 256

    How is that in any way a buff to Bloodwarden? It would be changed to a hex, meaning it can be instantly undone. It also completely eliminates the possibility of anyone dying to the EGC by having it auto-disable when the timer ticks down to 10%.

  • DawnMad
    DawnMad Member Posts: 1,030

    99ing gates is a thing, it is very rare a good team will fall victim to Blood Warden. Doing this means if the survivors were to 99 exit gates you would get free downs at the end of the game.

  • gilgamer
    gilgamer Member Posts: 2,209

    Ah yes lets nerf a series of perks that are already barely used and largely ineffective, also that blood warden "nerf" would 100% be a buff.

  • BasementDweller
    BasementDweller Member Posts: 570

    I think that Blood Warden idea is actually pretty good, more of a buff than a nerf

    It gets turned into a hex, most likely still functions like normal BW (where a killer still has to hook a survivor, and can be negated by 99ing the gates), and instantly cleanses itself at 10%.

    This is totally a "buff"

  • Trwth
    Trwth Member Posts: 923

    Have you ever even ran any of these perks?

  • Harold_Shipman
    Harold_Shipman Member Posts: 737

    These perks are largely terrible anyway? If anything I'd say they need a buff, particularly blood warden and remember me