http://dbd.game/killswitch
Basegame Changes Ideas
Howdy!
I've been musing with a friend about the kinds of basegame changes that are coming alongside the 40+ perk reworks announced during yesterday's anniversary stream (which I loved, by the way! Thanks for all y'all do and congrats on a successful stream!)
I know that whatever changes are planned are probably already close to being locked in, so these are intended to be just as much predictions as they are suggestions.
Mainly, my friend and I were looking to identify WHAT exactly causes the sort of mechanical incentives that lead to the meta perks we commonly see.
The four areas we settled on are as follows:
* Problem: The time-sensitive nature of rescuing survivors on hooks is the primary incentive for killers lingering at or nearby hooks, knowing that survivors who have to respond to the limited time window to rescue their teammates presents an easier opportunity to intercept and score additional hits / downs on survivors. (Which is why we see BT, DS, and other anti-camp & tunnel perks as frequently as we do - even killers who aren't aggressively face camping are still usually around the area and looking for a quick followup)
Solution: Honestly, we don't know. What we agreed on is that the best solution would involve introducing a positive incentive that would give killers a reason to lure themselves away from a hook because it would be just-as-if-no-moreso advantageous for them to do so, like the way Devour Hope functions. Disincentives are more likely to be viewed as punitive and may cause the killers to behave the same (still obeying their incentives) while just being even less happy about it.
* Problem: The default early-game state of a trial is too difficult for the average killer to exert pressure over, setting up a playing-from-behind scenario that the killer has to overcome to get the pressure rolling. (Which is why we see Corrupt Intervention).
Solution: What if the first time a gen gets touched in a trial, it explodes? It'd be like a soft lethal pursuer at the beginning of a trial, giving killers a quick clue on which direction they might head. Clever survivors will tap a gen and hide, or make quick rounds of the map tapping every possible gen, knowing that a gen that goes untouched until late in the game may provide critical mid to late game info to the killer (while accepting the risk of being caught out early while running around the map).
We think killers may find it distressing to hear four gens explode seven seconds into the match during the unfortunate scenarios where the survivors spawn split up (speaking of which - quick aside; why is the shroud of separation a killer offering? It gives the survivors a huge early game advantage) so maybe it could have a different effect or something. We also thought it might be interesting if just, say, 4 gens started the match as "sparking gens" which perform this explode-on-first-touch interaction, so survivors might intentionally avoid interacting with them in favor of the usual generator, situationally.
* Problem: The default tools killers have to contest generators is inadequate in the face of confident survivors. While a killer can spend a couple seconds kicking a generator, a single nearby survivor can tap the gen (sometimes even in chase!) and resolve the problem the killer has caused for the survivors in an instantaneous moment.
Solution: This is my favorite - imagine if, when the killer kicks a generator, the generator begins regressing as normal. However, the generator remains "regressing" until the survivors have repaired that generator back up to the point it was at before the killer kicked it. This would mean that if survivors repair a generator part-way and get pressured back off of the gen, it immediately begins regressing again at the usual rate.
This regression-threshold should probably be unaffected by instant regression effects like pop, jolt, scourge hook: pain resonance, eruption, etc. But would give Call of Brine a boost and make Hex: Ruin a bit less common, as it'd prevent killers from kicking.
This mechanic would have the potential to give killers some pretty powerful dividends for kicking a gen that regresses significantly, so a tamer version would be to have a kicked gen remain in the regressing state until it has been repaired for at least 5 seconds, or something similar. Another way to temper it would be to have the above "regression-threshold" cap out at a maximum of 25% or even 15% of the gen's progress.
(To be clear - in both of these cases, the survivors would be able to develop progress on the generators as normal, a generator that is still 'regressing' while repaired would function like ruin: repair at the standard rate, but if you let go before it has stopped regressing, it will immediately spark and begin regressing again)
* Survivors have no way to benefit from exhaustion without a perk. Exhaustion perks are among the most powerful in the survivor's arsenal, so much so that the mere existence of exhaustion as a status effect is meant to be a batch-cooldown to make exhaustion perks mutually exclusive with one another (as opposed to, say, individual cooldowns). If a survivor does not have at least 1 exhaustion perk in their build, they're depriving themselves of significant opportunity-cost.
Solution: Provide survivors with a (relatively weaker) base-kit exhaustion effect. It'd need to be something relatively uncomplicated, possibly even a one-time-use effect like Unbreakable (but probably not Unbreakable...). So long as whatever it is provides some avenue of meaningful value to the survivor, it would take pressure off of survivors to make sure that one of their four perks is always dedicated to an exhaustion perk.
What do y'all think? Do these takes seem accurate?
Also, just as an aside, I'm certainly hoping to see some decidedly NON-meta perks get some love, too!
(Any chance for Territorial Imperative to lose the cooldown and range requirement, and instead just deactivate while any of the basement hooks are in use?)
Comments
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* The time-sensitive nature of rescuing survivors on hooks is the primary incentive for killers lingering at or nearby hooks. I know this all too well. It's a very difficult balance because you need to put pressure on survivors to pull them away from generators, but also need to make it long enough that the killer is wasting their time if they camp. Right now, it's at a very awkward spot - it's difficult to balance overall. I agree with your assessment, I have a suggestion:
Solution: Add 10 seconds to each hook state. 70 per state, 140 from beginning to end. Just enough to really hinder a face-camping killer if they commit to the craft, just enough to edge survivors into the ring without each save coming down to the wire - or frustrating solo que saves.
* Problem: The default early-game state of a trial is too difficult for the average killer to exert pressure over, This is a convention of the game, it's ingrained into the DNA and I have to agree with you. The survivors must have seized momentum at the very beginning to make the game more competitive and fair in the long run. I disagree with the explosion method, because it can feel very punishing to certain survivors and hurt newcomers the most. It's a great idea, but I don't think it would pan out in practice.
Solution: Groggy status effect and extended generator repair times for each unrepaired generator. Basically, for each generator in the trial, the amount of total repair needed to finish a generator is increased by 4 seconds (5%) which means the first generator to pop will need an additional 16 seconds of progress to finish. Groggy should inflict survivors with a 30% generator repair speed debuff until the killer enters chase - then it switches to a 15% repair speed debuff until a survivor is damaged - in which case Groggy is removed from all survivors. This would mean survivors will have a slower start in general, but will have to coordinate far more efficiently to complete the first few generators. With these two in conjunction of one another, the meta will quickly shift away from regression perks as the game will quickly be balanced around survivor teams that prioritize generators, play safe, tackle side objectives, and loop effectively - as it always should be.
* Problem: The default tools killers have to contest generators is inadequate in the face of confident survivors. I like your idea a lot, I can see that being a perk, but base game - it can become oppressively powerful. If a kicked generator regresses more than halfway, then survivors will have to work on it for more than 40 seconds to prevent it from regressing again. I agree with the assessment of the problem, and I applaud your creativity (we SHOULD see a perk like this in-game, it would be an interesting take!), but I think it could be solved with a different solution. Again, I really think this is a good idea in general, but it's a bit too strong to turn into a base-kit feature, IMO.
Solution: Increase regression from 1c/4s to 1c/3s. As the game is now, defending a regressing generator for 24 seconds wastes a lot of killer time and resets it only by 6 seconds worth of survivor progress. This tiny change will allow it to regress by 8 seconds worth of survivor progress. It's small, but massive all the same. In addition, there should be passive regression placed in the game. If a generator is left unattended for a long period of time (~16s), progress will slowly be sapped from it at a rate of 1c/6s without entering regression. This means that leaving a generator for 64 seconds - a bit over a minute, they will return to fin it with 8 seconds worth of progress missing. This will keep survivors from juggling generators passively and force them to engage the objectives in order to hold onto their progress with very minute punishments when they do not. If the killer doesn't kick a generator that remains idle for 30 seconds, a survivor will return to find 2 seconds of progress sapped - a very small price to pay for leaving it abandoned for so long.
* Survivors have no way to benefit from exhaustion without a perk. I disagree with this being a problem, personally. While I wouldn't mind a base-kit exhaustion feature, I think it would step on the toes of what Exhaustion is all about. Exhaustion is to prevent powerful perks from stacking, that is all. If players do not bring powerhouse perks, this means that they don't have to worry about Exhaustion or killer perks and attachments that counter it. Exhaustion should only be held by powerful meta perks in order to prevent overlap, it is not a wasted resource any more than Broken is a wasted resource for survivors in any case.
I love this thread and would love to see more like it! Keep it up!
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