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QoL Game Changes

Adjatha
Adjatha Member Posts: 1,814
edited June 2021 in Feedback and Suggestions

What do survivors hate?

  • Getting camped
  • Getting Tunneled

How do we fix it?

  • Make the struggle meter slow down based on killer proximity. The hook state does not diminish while the killer is within a close range (16 or so), and diminishes slower if they're in a proxy range (32 or so).
  • Give the survivor who was just unhooked a massive speed boost (and maybe hide their scratch marks for a bit) to get them out of immediate danger, and encourage the killer to chase the person who unhooked them instead.


What do killers hate?

  • Getting Gen Rushed
  • Getting Key'd

How do we fix it?

  • Make the killer faster and give them automatic regression. Increase killer move speed by 1% per generator actively being worked on by survivors, and any time a survivor lets go of a generator while in the killer's close-range terror radius (16 or so), the generator automatically suffers 6-10% progress lost. That way survivors are incentivized to co-op on gens and to break off when they first hear the terror radius. This ALSO stops gen-tapping, as you'll end up damaging the generator if you try to tap it mid-chase.
  • I dunno. They say they're working on something, but they should just disable Keys until the system is in place.

Comments

  • Zeus
    Zeus Member Posts: 2,114

    Struggle meter pausing when killer is in proximity is something the devs tried before and it got abused.

  • Trwth
    Trwth Member Posts: 923

    I’d like to improve on this a bit.

    • Instead of a speed boost, the unhooked Survivor should lose their hitbox (like Dead Hard i-frames) for a few seconds to prevent them from being struck, body-blocking with BT, or being sandbagged by their teammate.
    • For gen rushing, Killers kicking gens should apply instant regression at base to discourage tapping mid-chase. About 5% should do the trick. Also, Survivors should spawn close together at the beginning of the match to lessen the chances of having four Survivors working on different gens immediately going into a match.

    Lastly:

    • The hook timer freezing based on proximity should be smarter. IF the Killer is within range for a specific amount of time, the timer will freeze UNLESS there are Survivors harassing the hook at the same time, and so on. Something to make it hard to abuse.
  • Edgars_Raven
    Edgars_Raven Member Posts: 1,236

    The only viable solition i can think of to getting camped is if the killer is within 8 meters of the hook for longer than 10 seconds their aura is revealed to all survivors and supercedes any stealth mechanics.

    If youre in a situation where camping is the best option you wont care who sees you, if you just like to camp you also wont care who sees you.

    Just an idea, might be flawed. They absolutely should not do this though without doing something about the game speed

  • Dsnooz
    Dsnooz Member Posts: 241

    Decisive strike could always be un-nerfed.

  • Adjatha
    Adjatha Member Posts: 1,814

    These are proposed quality of life improvements to the core game. Not buffs to one perk that survivors have to buy.

  • TragicSolitude
    TragicSolitude Member, Alpha Surveyor Posts: 7,962

    These are not "quality of life" changes. These are balance changes. These are changes to the game's mechanics. They alter the actual gameplay.

    QoL changes are small changes that improve the player's experience without changing the actual mechanics, like the colorblind settings, adding a crosshair option, being able to change the graphics settings on console, improvements to the UI, and tome challenge selection options.

    Calling these "QoL" changes make it sound like you're suggesting common-sense changes, things that can't be reasonably argued with because their impact to the gameplay will be minimal, but that's not the case. Just be upfront that these are balance changes.

  • Adjatha
    Adjatha Member Posts: 1,814

    Considering that 90% of the threads on this forum not whining about a specific perk/killer involve one or more of these issues, I'd say they reflect a pretty significant reduction in the quality of an average gameplay experience.

    Obviously, the big Quality of Life change would be "never matching you against an opponent miles out of your league," but that's what the MMR tests are ostensibly all about.

    Or did you just want to debate semantics? Because TECHNICALLY, they're not 'quality of life' OR 'balance changes,' they're core gameplay revisions. They're not there to balance one side or the other, but to reduce the viability of certain intrinsic game strategies that revolve around optimal approaches that reduce the game's overall enjoyment factor. Making these strategies way less viable helps foster alternate approaches and creates a different gameplay experience.

  • TragicSolitude
    TragicSolitude Member, Alpha Surveyor Posts: 7,962

    As someone who likes to suggest QoL changes, like improving the tome challenge interface, I was disappointed when I clicked on the title of this thread and found it to be what most threads are rather than what the title proclaimed.

    I'm all for improving the gameplay experience, I'm all for improved matchmaking, but as someone who works with UI/UX I sometimes it's nice taking a detour into QoL discussions rather than thinking about how poorly designed DbD's gameplay is (which I have pointed out a lot on these forums), but QoL threads are (understandably) much rarer than gameplay-related threads.

    Don't take it personally. I'm pointing out that the title miscommunicates the thread's content, and it does hurt your suggestions because it gives the perception you underestimate the impact these changes would have. It's not meant as an insult, and if it comes across negatively I apologize.

  • Adjatha
    Adjatha Member Posts: 1,814

    Oh, I don't take offense. I expect any discussion to have more than a few people eagerly jumping in with semantic complaints.

  • TragicSolitude
    TragicSolitude Member, Alpha Surveyor Posts: 7,962

    Lol that's fair.

    So I'm not a total ass, I'll post my thoughts on the topic, but you may have already seen me post them elsewhere.

    Survivors are able to do their objective too quickly, and generators are boring. This needs changing. At the same time, if matches are adjusted to naturally take more time, the ability to camp and tunnel needs to be removed (not penalized but removed using some change to the core gameplay).

    Interactivity between the two sides needs to be encouraged in some way that's central to the gameplay rather than BP rewards and pipping.

    Matches need some sort of timer that prevents them from going on indefinitely.

    A key should only allow the survivor using it to escape unless they equip an Extremely Rare add-on (ER add-ons are never found in chests). The hatch should not spawn unless all gens are done (spawns closed) or only one survivor is left on the map (spawns open).