This might be unpopular but...

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Comments

  • latinfla4
    latinfla4 Member Posts: 2,119

    So a thana buff but with gen slowdown as well? Will it really make survivors do totems though?

  • Cinderblock
    Cinderblock Member Posts: 21

    Right, so if someone is getting steamrolled in purple ranks they'll depip to green ranks, so on and so forth. The game (should) accomadates that. The game itself throws people into the deep end. There's no handholding mid-trial. You either kill or be killed. It's not so much a cutthroat attitude toward the game, just that I don't think there's any other handouts that need to be given.

  • latinfla4
    latinfla4 Member Posts: 2,119

    Ok I play plenty of fighting games and they have ranked, story, and casual modes but the developers refuse to put anything other than a ranked mode...that is why I have that mentality for this game.

    A while ago they asked in a survey about having an e-sports feel for the game but i am not sure what the results of the survey were.

  • TAG
    TAG Member Posts: 12,871

    It teaches Killers that they don't need to play as well during the early-mid game because the end game will give them a big boost.

  • Marik13
    Marik13 Member Posts: 683

    Oh yeah true but I'm not really taking these three in to account for my example here. Mostly because I view these three as counters themselves to a lot of the issues I mentioned regarding the times. Nurse alone completely destroys my argument, because for the most part she ignores loops and pallets and pretty much everything you can throw at her with both sides being at only base kit with no perks or add-ons. But that being said, reworking an entire structure like this, which would need to see a lot of rework in terms of items and perks across the board anyway, and basing the entire rework structure over just three characters isn't the way to go either. At least not right out the gate. Obviously if it turns out that Nurse just completely ruins survivors even more than what she would normally, even after you balance the time it would take to find the secondary objective along with the time it would take to repair the gens, then yeah I agree she would have to be looked at and fixed so that she'd better fit in to the new rules of the game.

  • BarbecueiChilli
    BarbecueiChilli Member Posts: 138

    I have better Idea, after all generators are done, you can't use your power, your movement speed is 115% and everyone have exposed status effect for 2,5 minutes, unless they do 3 totems, destroying totem will have new mini game. Better? I think

  • coldestwinter123
    coldestwinter123 Member Posts: 99
    edited June 2021

    i mean i understand what you are saying. and sure you could say that handouts shouldn't be given out. but what if like giving out a single handout would then get you to have 2minutes faster que in red ranks because theres 100 more people who overcame the hardships and sticked around to become good enough to play with you? In terms of DBD this example doesn't necessarily makes sense since its an asymmetrical game and you won't necessarily see the fruits of it. But the sentiment as awhole still applies and stands.

    If i had to bet if someone with your mentality would reach the top of ANY game not just DBD, or someone who complains and asks for hand outs. I would always bet on YOU. I think learning and overcoming is not just part of games but part of life. However it doesn't have to be like that at all. It can be where everyone can learn and everyone wants to stay and everyone has a chance to get very high up. Thats not even speaking on the fact that if You are already good, then obviously a handout to you is not necessary, you already made it homie. You could even claim that you did it when it was hard if they did change it . Those who can overcome and push through will ultimately be rewarded,because there mentalities will thrive in a competitive environment.

    Not everyone learns like that or enjoys an environment like that, they might want to have fun while they learn they might want to not get shat on while they learn a killer etc. and as i said its not either or. You can have even more different ways to normalize skill or have less extreme variances between results you can handle it in multitude of ways. But this gatekeeping sht where stuff HAS to be hard and learning has to be tough and only those who suffer will be good that aint it chief. It aint it for allot games, and never has been. There are ofcourse people who LOVE and enjoy that type of stuff, but then i would say Join the marines Join the Navy seals if thats what you enjoy. You can also enjoy it in games aswell as in DBD, but the mentality that it has to be hard or have this struggle culture is trash. and its cringe. And it always pollutes balancing and design decisions its just so bad. FML i love darksouls but not because its hard, but because of the atmosphere the music the somewhat non sensical story, not cause its hard, i dont get a boner because someone can't complete it .

  • DecisiveDwight
    DecisiveDwight Member Posts: 593

    Or they could just make it so survivors have to search for items to survive such as

    Oil for gens

    Spark plugs and lever for exit gates

    They could even go as far too throw in a find the golden key to get hatch. I dunno just anything but holding m1 or right bumper.

  • Cinderblock
    Cinderblock Member Posts: 21

    But this gatekeeping sht where stuff HAS to be hard and learning has to be tough and only those who suffer will be good that aint it chief. It aint it for allot games, and never has been.

    Sorry you don't want to learn to play a game and want it to be handed to you.

  • Jasix
    Jasix Member Posts: 1,245

    With the introduction of boon totems - here is what I think should happen.

    Four boon totems per match - that equals to 1 per survivor (not that each survivor has to do one). In order for survivors to access the gate OR the hatch - all 4 boon totems must be cleansed. Boon totems should take 21 seconds to cleanse (50% more than a regular/hex totem). Boon totems will not decrease regular totem counts - so you will end up with 9 total totems per map. That being said; more unique and random spots need added to each map for totems. With 9 totems per map I think there should be a minimum of 36 spots on each map where any totem can spawn.

    I do not think there needs to be a regular totem counter, BUT I do think just like generators - there needs to be a boon totem counter so once all 4 are cleansed other survivors are not trying to find boon totems. Boon totems should award 1k BP in Objective and Boldness category.

  • CoalTower
    CoalTower Member Posts: 1,730

    How about this:


    Survivors have to find a specific part for each specific generator. This part is located as far away as possible from that generator.


    You get to slow down the game, and the survivor has fun looking for the part.

  • Wazzup
    Wazzup Member Posts: 88


    Nice idea.

    Some potential issue i forsee is that:

    A)

    The biggie - if a Killer can see the boon tokens then he can camp one (or two if they are too close together) which would lead to boring games. Easily solved by having say 6 boon tokens and only needing to cleanse 4.


    B)

    if Boon tokens give too much BP then no-one will want to do gens initially.

  • Wazzup
    Wazzup Member Posts: 88
    edited June 2021


    That is a very good idea also - it fits thematically and is a fairly interesting twist. This forces survivors to move around the map giving killers more chance to find them while lengthening the game without increasing the time spent in front of a gen. Of course there should be a suitable BP reward as well.


    Perhaps make a separate thread for it?

  • CoalTower
    CoalTower Member Posts: 1,730

    Nah. This is a very old suggestion. I'm just parroting it.

  • latinfla4
    latinfla4 Member Posts: 2,119

    You do realize I am talking about high rank play right in that scenario? That is like saying a baby nurse is going to take out a swf in her first game

  • latinfla4
    latinfla4 Member Posts: 2,119

    Not a bad idea and even if you are parroting the idea it does fit with the game really well😁

  • latinfla4
    latinfla4 Member Posts: 2,119

    You could make the boon totems look like dull totems for the killer...this makes it fair so the totems are not camped

  • latinfla4
    latinfla4 Member Posts: 2,119

    Another good idea to slow the game and give a secondary objective😎

  • CashelP14
    CashelP14 Member Posts: 5,564

    Talking about high rank gameplay? So why are you mentioning a low mobility killer. Also not every high rank swf runs a full gen rush build mate lol

  • latinfla4
    latinfla4 Member Posts: 2,119

    Depends on the skill of the killer like all things. So what ideas do you have to give survivors a secondary objective or do you agree with some of the suggestions given?

  • DecisiveDwight
    DecisiveDwight Member Posts: 593
    edited June 2021

    I dunno something like 3-4 oil cans per gen so if we say 16 oil cans hidden around the map that adds potential to say there's 3 extra and if the survivors drop the cans then they lose them but only 3 as they still need to be able to do the objective.

    Then they can rework some those useless offering so that killers can increase the amount of cans needed and which again would add to the number of cans that can be lost.

    Also after all gens are done the survivors must find 3 spark plugs and a lever per door.

    I was also thinking that they could make the map decor more intractable so on midwich survivors could search for oil cans in the lockers and weird flesh slime not every search would wield a can however but they could find a high quality item that would be really rare tho so like 3% chance.

    So when killers damage gens I was going to erase that but it'd be too hard what with a whole bunch of perks that aid in that so when the killer "breaks" the gens he actually siphons one can of oil out or Pop would make it 2 or 3(if offering was in play to up numbers) this can then again becomes hidden but not in the same place so like Gnome chopomski it disappears to another location which again is all randomated by rng.

    I personally believe that with that BP should become uncapped aswell because this kind of gameplay could go on for a little longer than usual as it has potential to remove gen rushing.

  • IridescentBlood
    IridescentBlood Member Posts: 21

    5 totems, 4 gens left = 5%

    4 totems 4 gens = 4%

    3 totems 4 gens = 3%

    2 totems 4 gens = 2%

    1 totem 4 gens = 1%


    5 totems 3 gens = 10%

    4 totems 3 gens = 8%

    3 totems 3 gens = 6%

    3 totems 2 gens = 4%

    3 totems 1 gen = 2%


    5 totems 2 gens = 15%

    4 totems 2 gens = 12%

    3 totems 2 gens = 9%

    2 totems 2 gens = 6%

    1 totem 2 gens = 3%


    5 totems 1 gen = 20%

    4 totems 1 gen = 16%

    3 totems 1 gen = 12%

    2 totems 1 gen = 8%

    1 totem 1 gen = 4%


    5 totems 0 gen = 25%

    4 totems 0 gen = 20%

    3 totems 0 gen = 15%

    2 totems 0 gen = 10%

    1 totem 0 gen = 5%

    right?

  • IridescentBlood
    IridescentBlood Member Posts: 21

    This could be a good idea but what if someine has this + bamboozle + fire up? They could have 50%+ vaulting increase.

    What about this + brutal strength?

    What about this on legion + bamboozle?

    All you would need is Bamboozle/Brutal and Undying and killers would have like 30-50% boosts on vaulting and breaking things.

  • IridescentBlood
    IridescentBlood Member Posts: 21

    Maybe add more totems per map and a perk that makes a gen slowdown % per dull totem left.

  • FFirebrandd
    FFirebrandd Member Posts: 2,445
    edited June 2021

    Your numbers on my idea are exactly what I meant.

    As for your worrying about stacking... it shouldn't be an issue. How do I know this? Wraith already has an addon combo that allows for that sort of thing. Shadowdance Blood with Serpent lets him kick and vault 60% faster and kicks pop him out of stealth instantly for a speed boost and possible hit. That can be paired with Brutal, Fire Up, and Bamboozle if desired. Now, while that particular build is pretty strong, it isn't OP and isn't even his best build. The usual suspects for Gen Regression are more powerful than a build like that.

    I can see why you might be concerned, but it shouldn't be a problem.

  • bobateo
    bobateo Member Posts: 368

    Survivors don't need a secondary objective that takes away from their primary objective. Imagine if Killer's had to break a wall before they could get a sacrifice.

  • bobateo
    bobateo Member Posts: 368

    I think, sometimes Killers forget how any advantages they have in a match. From information, basekit, to speed, and more. A 'baby killer' vs. 'baby survs' will result in a wipe for the Killer almost every time. Imagine if Prove Thy Self and Spine Chill were basekit for Survs.

  • Hex_Llama
    Hex_Llama Member Posts: 1,828

    Alternative suggestion: EGC starts as soon as the last gen pops instead of when the exit gates open. Now, there's pressure to finish up and leave, plus killer perks/add-ons that affect opening the gate or block the gate after it's open have more effect.

  • latinfla4
    latinfla4 Member Posts: 2,119
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  • CashelP14
    CashelP14 Member Posts: 5,564

    Prove Thyself basically was basekit for survivors if I remember correctly. It gave whoever you were near an additional 10% I believe for working on a gen near you.

    I don't really believe survivors need a secondary objective right now. Against a good killer having too many objectives would be too much for solo q or average survivors.

    For me I believe they need something at the beginning of the game to slow down initial gen speeds. I think they need to release more perks that encourage survivors to do other things. At the higher level survivors are more likely to use these sort of perks because they're bored of constantly using the meta.

    For example the perk Appraisal. I love this perk and use it quite a lot. It gives me a reason to loot chests, and do it multiple times. If they released a perk that increased the number of chests on a map I'd definitely run it too. Just adding extra stuff for survivors to interact with (completely optional) and rewarding the survivors who do it is a good incentive to not end the game too early.

    You could add something to the basement that encourages the survivors to go there and interact with it. Maybe after cleansing a totem you can bring one of the skulls with you to the basement. Doing some sort of short sacrifice will reward the whole lobby with extra Bloodpoints.

    So my TL;DR is:

    • Early game slowdown mechanic
    • Some perks or general things that reward survivors for interacting with them. Not mandatory but something that waste sometime while they do it. Something that will be probably used more by higher rank survivors than lower rank ones.
  • WexlerWendigo
    WexlerWendigo Member Posts: 1,867

    What a terrible idea lol. Killers are already disgustingly strong at lower ranks, stop gatekeeping new players from the game.

  • latinfla4
    latinfla4 Member Posts: 2,119

    I like the sacrifice idea...survivors do say they don't get as many BP per game as killer...what do you suggest for the early slowdown? Corrupt intervention as basekit or something else?

  • latinfla4
    latinfla4 Member Posts: 2,119

    Your suggestions then? There is a reason higher rank killers have left the game in droves or else survivor lobbies would not be so bad in the evenings.

  • latinfla4
    latinfla4 Member Posts: 2,119

    Of course if mmr fixes everything only high ranks will have to worry about this situation🤔

  • CashelP14
    CashelP14 Member Posts: 5,564

    I'm not too sure. I usually use Corrupt just because I like that early game protection. I don't know if Corrupt could be basekit but they need something.

    I firmly believe giving survivors an optional thing to do would be the best. Something being in the basement like:

    • Item crafting system.
    • Item upgrading system - upgrades your item 1 rarity or gives it add-ons
    • Offering thing - maybe bring 1 totem head to the basement for bloodpoints.
    • Give blood (injure yourself) in exchange for 5k bloodpoints.
    • Do something that will encourage the entity to spawn more chests.

    It would also be a buff to some basement perks like Territorial Imperative.

    The thing is only good players who have spent a lot of time in this game will do this, therefore meaning it won't overly effect lower ranks.

  • latinfla4
    latinfla4 Member Posts: 2,119

    The only thing is if it's not a mandatory second objective that slows down the game or scares the survivor (some kind of boost to the killer) then in wonder how many survivors will actually do these...I do like all of those ideas though😁. Oh yeah the blood for BP suggestion has me imagining a claudette hurting herself and self caring to do it again🤣

  • FrenziedRoach
    FrenziedRoach Member Posts: 2,600

    Everybody focuses on the gens, but it can be argued you have two other objectives

    • Keep the killer occupied or distracted
    • DO THE BONES
  • CashelP14
    CashelP14 Member Posts: 5,564

    I'd say a decent few will do it. Not the lower rank survivors but quite possibly the higher rank ones.

    Not every survivor will do this, some will just go in with the intention of either bullying or gen rushing the killer but the thing is you can't stop that. Same way you can't stop a killer being toxic either or just ending the game in 2 minutes with Infectious Fright.

    Mandatory things will only hurt the baby survivors and solo q players. Swf teams will still be ok not matter what it is they add. So something optional but rewarding can make players waste time. Personally if I could go to the basement every game and get 5k extra bp or upgrade my flashlight from green to purple I 100% would.

  • latinfla4
    latinfla4 Member Posts: 2,119

    But in reality how many people do the bones if there is no ruin or devour hope pop?