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Who else thinks corrupt intervention should be basekit?

Lord_Tony
Lord_Tony Member Posts: 2,109

The first 2 minutes of the game are incredibly stressful and the spawns don't help. If you ever use lethal pusuer you'll see things like 3-4 survivors spawning at 3-4 different gens and or LIT totems.


So immediately that hex ruin is gone in 10 seconds across the map and 3 survivors have got 3 gens at 50% progress before you even slowly run all the way over to the gen.


Corrupt intervention fixes this problem. Games no longer feel like they are being genrushed and Instead of the devs manually going to every single map and different variation and editing the spawn points which could take months to do the most simple solution would be just making corrupt intervention basekit.


Now the other solution would be slowing down gen speeds but that's just not fun and will provide much more boring gameplay. Corrupt spices the game up a bit.

Comments

  • Altarf
    Altarf Member Posts: 1,046
    edited July 2021

    I wouldn't say Corrupt Intervention itself, but something needs to be done to the early game. I'd change survivor spawns so that they ALWAYS spawn within 10~ metres of at least one other survivor, and spawn 10~ metres away from a generator.

    Then, include Scott Jund's trial warmup idea. Honestly, I think the only reason they haven't implemented that is because they don't want to look like they're stealing his idea, because BHVR doesn't like to compare their balancing knowledge to us lowly players.

  • GannTM
    GannTM Member Posts: 10,886

    And solo que survivors have a complete disadvantage with lack of communication. Instead of nerfing SWF I think it would be best to buff killer’s overall and buff the information solo que survivors get.

  • Marc_go_solo
    Marc_go_solo Member Posts: 5,309

    Rather than Corrupt Intervention, an additional action (like finding a part for a generator to get it working) would improve the start.

    Corrupt is a very strong perk at the start, and making it basekit with an additional 4 perks is probably too powerful.

  • Lord_Tony
    Lord_Tony Member Posts: 2,109
    edited July 2021

    "Technically speaking Corrupt Intervention does not impact gen speeds at all."


    true but survivors aren't on gens literally at 0 seconds when the match starts


    they'll have to run around and look for the next available gen and this on average could take them 10-30+ seconds. It feels more fair.


    There is no way 1 killer can pressure 4 gens at the start of the match it's impossible.

  • HaunterofShadows
    HaunterofShadows Member Posts: 4,092

    .......no

  • Lord_Tony
    Lord_Tony Member Posts: 2,109

    So comms being basekit despite being worth 20+ info perks is fine? Killers are not balanced around it and have no compensation for it.


    I don't understand

  • Warcrafter4
    Warcrafter4 Member Posts: 2,917

    I think a 30 second long version of it could be base kit with the full two minutes still being a perk.

    Its mainly just to slowdown the pre-spread spawns and nothing else.

  • elpoh
    elpoh Member Posts: 222

    me, 60 seconds basekit.



    then nerf the perk duration by 60 seconds.

  • CheeseAnton
    CheeseAnton Member Posts: 882

    I don't know how stupid this might sound, but imagine if Corrupt was slightly base-kit. Corrupt as we know it would still be in the game, the farthest generators are blocked for 120 seconds, but base-kit it's 15 seconds.

    This way there still is some use to it, 15 seconds may not sound like much but in a game where every second counts it could be useful. It wouldn't be OP, as having 3 gens blocked for 2 minutes sounds a little unfair if a perk wasn't equipped. Finally and most importantly, I think it'd be funny to have situations where survivors think they can just wait out 15 seconds for the gen to get unblocked, then realize the killer actually brought Corrupt so they just wasted 15 seconds doing nothing practical.

    It's a bit useful but isn't OP, and I think allowing killers 15 seconds to get to the opposite side of the map is fair.

  • Iliketoplaykiller
    Iliketoplaykiller Member Posts: 352

    I don't think it should be basekit but I've replaced ruin with ci since totems always get knocked out now.

  • Phasmamain
    Phasmamain Member Posts: 11,531

    I think it’s fine. We now have two great early game perk options in lethal pursuer and corrupt. The killer is supposed to be weak in early game because they get stronger in the late game

  • papabear2009
    papabear2009 Member Posts: 115

    I want something different to slow down the early game than just making a perk base kit, like adding a new type of gameplay for survivors to do at the start instead of just hold M1. Just adding a perk into the base kit just seems a little lame to me.

  • bibibib8
    bibibib8 Member Posts: 843

    I dont think base corrupt is need but i think the dev should do something about the first 2 minute of a match because the only way for a killer to not get 2 gen done at the start is corrupt. Maybe the first gen take doublr the time or thing like that

  • Ink_Eyes
    Ink_Eyes Member Posts: 561

    Or make kicking generators something actually worth doing without needing to run pop.

  • StibbityStabbity
    StibbityStabbity Member Posts: 1,839

    I'm going to go out on a really crazy limb here and say that I actually don't see the big issue with CI being basekit, though I would make it a lesser form (maybe only two gens blocked and CI would block a third for the normal tier times). It's actually not strong on ALL killers, and it doesn't always even work as intended. It would potentially solve the issue of how slow and rough a trial can be from the start of the match as well.

    That said, I'd also want to make a lesser form of Kindred basekit for Survivors as well, which would help Solo Q with intel issues and how they don't perform at SWF+comm levels. Maybe a version where they can see the Killer but not each other, and running Kindred would increase the radius as well as show the other Survivors.

    I can totally get anyone not liking the idea, but I DO think some drastic measures will eventually need to be taken to start combatting some of the problems with overall gameplay.

  • MrPsych
    MrPsych Member Posts: 265

    I feel the problem with putting Corrupt Intervention basekit in some nerfed form would be that in so doing, you likely neuter the actual perk out of existence as well. Not to mention that survivors wouldn't know whether the gen would be blocked for only a few seconds or for two whole minutes.

    Putting it basekit in its actual form? No way in hell. That perk is 5 stars material and you better use a perk slot if you want it.

    I had a dumb idea for a secondary objective for the survivors and that would involve finding a part in order to activate the exit gates. There would be two of them in a trial (one for both gates) and they would be in chests. One of them would always spawn in the basement chest, the other would be in a random chest somewhere. My main concern with this would be that this would probably create lots of confusion for the end game as to whoever holds the parts and what not.

  • CheeseAnton
    CheeseAnton Member Posts: 882

    Not to mention that survivors wouldn't know whether the gen would be blocked for only a few seconds or for two whole minutes.

    That's a good thing, though. Everyone knows Killer sucks early game, so having a bit of a mindgame at the beginning is good for them. If they find out it is CI they wasted a few seconds which buys killer time to do stuff. I really don't see the problem here.

    I keep thinking about it, and I just can't find the problem with Survivors not knowing if it's CI or Basekit Corrupt.

  • Starr43
    Starr43 Member Posts: 873

    Corrupt is overrated but that’s just my personal opinion from playing with and against it.

  • Drywatr
    Drywatr Member Posts: 135

    20 perks my ass. Swf can be annoying but most swf are stupid ultra altruistic players. You want corrupt? Bring the perk its not that hard. There isnt a single perk in this game that should be basekit

  • Mr_Madness
    Mr_Madness Member Posts: 1,003

    Tbh just wish survivors would stop spawning near gens and have some how to make gens not pop so fast early game and this some from a survivor who grinds blood points for killer.

  • ukenicky
    ukenicky Member Posts: 1,352

    Something needs to be done about early game but this isn't it. This is too powerful.

    Killer doesn't need a crazy early game buff. The start of the match is when the killer is weakest for a reason. It gives survivors a chance to get situated. Killer will almost always have the element of surprise and that can't be underestimated.

    I think BHVR needs to start by looking at the absolutely cracked survivor spawns. There's no reason that when I load in with my friends, we practically all start on our own personal generators. This can also be said for Hex totems. Spawning right next to a lit totem is such a joke. Surely they can implement something in the spawn generation code so that survivors will never spawn next to lit totems and at least a little bit away from a generator instead of literally RIGHT next to one.

    Also I'd like to say Shroud of Separation is such a joke as a Killer offering. It's cute as a horror trope, starting survivors all split up but my god is it so counterintuitive since it basically puts every survivor on their own personal gen. What would be cool is a Killer offering that starts Survivors as far away from generators as possible, similar to the offering Survivors get that spawns them as far away from the killer as possible.

    There's so much that can be done and I'm hopeful BHVR will explore some ideas before resorting to touching gen times since that could be a ton of work potentially adjusting numbers for every perk and addon that affects gen speeds.

    I've never really heard this idea before but what if they added another 2 generators to the current 7; there would be 9 generators total and survivors would need to complete 6 (1 extra)?

  • TheClownIsKing
    TheClownIsKing Member Posts: 6,278

    No

  • ThiccBudhha
    ThiccBudhha Member Posts: 6,987

    Perhaps a weaker version of it and the actual perk gets a slight buff. I feel that just fixing the spawns would probably go further to actually addressing the issue, however.

  • Lord_Tony
    Lord_Tony Member Posts: 2,109
    edited July 2021

    I gave an explanation though.


    Start of the game is heavily stacked in the survivor's favor for no reason because spawns are broken.


    I shouldn't have to waste a perk slot for CI when something like this should be basekit because the early game is just so ridiculous and their spawns don't help either. It takes me 20 seconds to walk across the map, they should be blocked off gens for 20 seconds at least.


    I don't know why survivors always spawn on a generator but it's dumb and when 4 survivors spawn on 4 different gens then it's even worse. Assuming you find 1 survivor and down them the next 3 gens will pop within that time.

  • Lord_Tony
    Lord_Tony Member Posts: 2,109

    yes and gen tapping needs to be removed too.


    Then killers can finally be able to pressure gens without needing to increase gen times or add a 6th gen

  • Hex_Ignored
    Hex_Ignored Member Posts: 1,902

    Only until we (hopefully) eventually get the early game warm up phase. I still believe it will come one day

  • thrawn3054
    thrawn3054 Member Posts: 5,897

    Corrupt being basekit wouldn't solve anything. You make it basekit and people will just wait it out.

  • TeabaggingGhostface
    TeabaggingGhostface Member Posts: 3,108

    Imo all gens should be blocked for 30s at the start

  • Orion
    Orion Member Posts: 21,675
  • bobateo
    bobateo Member Posts: 368

    Because you aren't always playing with SWF or even decent SWF.

  • ukenicky
    ukenicky Member Posts: 1,352

    It's just an idea I was unsure of no need to be rude but I guess that's how most people are on here

  • DragonMasterDarren
    DragonMasterDarren Member Posts: 2,843

    i think instead of making a pretty strong perk basekit we just fix survivor spawns to not be within viewing distance of generators and totems, then if the early game is still a massive issue then we can go from there

  • konochivu
    konochivu Member Posts: 146

    Or add early stage where gens speed are lowered for a certain amount of time or until killer starts a chase. This has been suggested by ScottJund before, I dunno why BHVR still didn't implement this.

  • lemonsway
    lemonsway Member Posts: 1,169

    Most definetly should not be made basek kit for killers. It's a DLC Perk but besides that no current Perk should be made base kit. Maps is what needs to be adjusted so that Spawns are fixed so killers don't have to use Corrupt as much. As is there's killers who don't benefit from Corrupt and there's times where Corrupt just won't be on the gens you'd like it to be because of Map size and Spawns.

  • They could just reduce map sizes

  • Mister_xD
    Mister_xD Member Posts: 7,669

    honestly, i feel like Corrupt has to be the single most overrated killer Perk in the entire game.

    i only use it on Trapper, everyone else i dont really see a point in bringing it.

  • Dormin
    Dormin Member Posts: 8
    edited July 2021

    Sure, after they make BT and DS base kit so the killer has the extra time to go for different survivors instead of ending the game in 3 minutes.

  • Katzengott
    Katzengott Member Posts: 1,210

    No perks changed to basekit ever and most likely never will, as most of them belong to a certain killer or survivor.

  • konochivu
    konochivu Member Posts: 146

    There's only 2 killers that need to set up and the point of the early stage is that Killer gets his 1 chase without genrushed the ######### out of him while finding survivors. I honestly don't see any problem with 1 out of 4 survivors would start looking for killer and wasting time lmao.