Alot of perks should be implemented into base game...
After 5 years there is way too many perks. Majority of perks were implemented as a bandaid for certain problems at the time.
A big chunk of them should be added to base game (and nerfed/adjusted so that the game feels fair).
There is a reason why you always see exhaustion perks, BT/DS, UB/Deliverance or some sort of healing perks on survivors.
On killer side you have slowdown perks, information perks and prior to boons anti healing perks.
Gens speed / Game progression
- You could set a timer on how long the game can be. Then you can adjust gen time based on how much of the objectives both sides have done.
- You could reduce total amount of gens, every gen spawns broken. You have to find all required parts before you can start fixing it. All survivors gain an extra inventory slot to exclusively carry parts to generators. (Alternatively: Gens spawned broken, you have to find parts in bad condition in workbenches then simply insert them into the gen. After all parts are inserted gen is finished.)
I feel like if you changed survivors objective like this or similar way, perks that change repairing gens would be pointless.
Healing
Self care should be implemented into the base game (but medkits can only heal others, with exception or the 2 best addons)
Alternatively make 2 CoH spots on the map that allows you to heal 1 health state (per spot not per person) could work as UB or normal heal.
- Survivors should see the spots
- Spots respawn once used right away or after x seconds
- Spots are waaay smaller than boon radius, idk how big tho
Unhooking
- Make BT base maybe reduce duration to 6/8s if it feels like it's too strong.
- Make it so that killer can't use power in small radius around the hook while someone is hooked and x seconds after they are unhooked. (To discourage camping with certain killers)
Exhaustion/Running
Make it so that survivors have built in stamina bar. You can choose to run at accelerated speed. Fast actions such as vaults and entering the locker also uses Stamina.
You lose less Stamina while you are not in chase/killer doesn't know where you are. (Sort of like revealing ghost face for killers if you survivor is in the middle of the screen of killer they have normal Stamina depletion)
Stamina bar doesn't recharge until x second after You lose chase. It starts recharging at slower rate when you get downed/being carried.
Perks
There should be at the very least every month / every chapter perk adjustments whether its a buff or nerf. Sometimes adjustments could be merging and splitting of the perks. Example: merging solidarity and autodidact.
Merging and splitting shouldnt happen until x amount of time after release.
Blessings
Entity feeds off hope and therefore should give survivors when there is none. Adding an in game mechanic that would give survivor False Hope in dire situations. This shouldnt necessary happen every game. Could be a way to integrate perks into the game.For example:
- You have been crawling on the ground for solid minute and nobody picks you up. Entity can reach out to you and heal you to healthy state at the cost of one hook state. Its up to you to decide if its worth it. (This would also work if you have been hooked twice. Possibly permanent broken status in that scenario)
- When there are 2 survivors remaining and amount of gens remaining is higher than 2. Entity will reduce amount of remaining generators to 2. This will cost survivors all their remaining hook states, if survivor doesnt have any hook states left at the time they will be permanently broken/exposed for the rest of the match.
- If you are the last survivor remaining you can get the key, but your aura is revealed to the killer until they are x meters away. (Alternative: You get the key, but you are rancored.)
Removing useless addons/offerings/items
Speaks for itself there is no reason to run any offerings that are not giving you 100% bloodpoints. Too many items variations and addons on survivor side.
Comments
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I'm becoming more and more convinced that this is the way DbD needs to go in order to experience it's next evolution. This kind of stuff would open the game up so much more - and give it so much more room to grow. I was defensive of the proposal at first, but after running the same perks over and over again Esp on Survivor Side (because I have to, not because I want to), I've opened myself up to this.
I think at a Minimum, the following perks need to be base kit in some way:
SURVIVOR - Slugging, tunneling and camping affect the experience so much that I have to play "defensive perks" just to mitigate the possibility one of these things may happen. They don't enhance my experience, they just let me play the damn game.
- Kindred
- Borrowed Time
- Unbreakable
KILLER - I have to run GenSpeed perks just to give me some more time for chases and the possibility of a win (2k+).
- Pop goes the weasel (maybe not as good as it is now, but a version of pop so to make it worth it to kick gens. Pop can still be a perk but gives you the added oomph)
- Ruin (again, perhaps not as powerful as it is now, but SOME sort of regression on gens when somebody isn't working on it would give us more chases and more time to play the game)
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Gen speed / Game progression
- Not sure if giving a limited time might be a good idea, it would be very tricky to pull out correctly, this one maybe not.
- The broken gens idea i kinda like, could make it so survivors interact more with the killer (running around doing scavanges) while at the same time spending less time on "gen repair simulator" this idea i tink could be interesting.
Healing
- I would say yes but ONLY if it also has a limited uses per trial so it cant be abused. I do however agree with making medic kits usefull ONLY with your teammaes, that would make them relevant and far less OP as they are right now (specially with CoH)
- I honestly would say no to this, the problem with boons right now is that they are completly out of control, they instead need a cooldown after being snuffed, 60/50/40 seconds its more than enought to keep them in check and less OP as they are right now
Hooking
- Im againts this, survivors will simply stack second chance perks (now that one its baseline) and just make killers life more miserable that it already is, the problem of tunneling its a bioproduct of the gen speed, if gens speed its adressed tunneling will become less normal (except from douchy killers, but again, ALL games have their fare share of aszhats), i would say no for this one, it should stay a perk survivors have to choce themselves.
- Absolutly no, this is an arbitrary concept that only a very few killers have specifically to prevent them from abusing the hook state with "very" specific powers, this would completly rob away killers the potential to punish bad plays. If a survivor its dumb enought to go for an unsafe hook it shouldnt be protected againts, it, this would just start to create a "rulebook" of what you can and cant do, im completly againts this type of "negate power" mechanics, it would be akin to survivors being shutdown from repairing generators if they repaired them to fast until the killer its given an X amount of hooks, its arbitrary and unneeded. Absolutly againts this in an shape or form.
Exsaustition/running
- supousedly there was a mechanic of stamina but aparently was never implemented, but in all honesty i tink it would be interesting, it would make so survivors cant loop killers forever and chases become somewhat more dinamic, i would agree to this one completly.
Perks
- Maybe not montly, but i definitly agree that perks need to be revised every X months to keep them on check, specially when new ones come out as plenty of times they just create absolutly busted combos (CoH+medickits+ other healing sources are idiotically OP).
Blessings
- I wouldnt say they should be named blessing to begin with, perhaps pacts or gambles could work more, the entity i doubt would "bless" survivors as its whole purpouse its to have them for breakfast, still i definitly like the concept of giving them "second chances" in exchange of permanent debuffs or hooks, thats definitly something that would make the game very dinamic and interesting to se
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Bump
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I agree overall. Some ideas are too wild for the devs but yeah.
Survivors run perk not because they want to, but because they have to in order to be able to play for a bit. That's insane. You need perks to have a normal match. tf?
Killers are in same department on what they MUST run for a decent match. Though they're on the other hand, dictacting what survivors need to run by their rampant abuse.
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