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would it be bad if some m1 killers move at 4.8 m/s?

OneGoodBoyDemo
OneGoodBoyDemo Member Posts: 473
edited June 2022 in General Discussions

I mean, they don't have chase potential, they don't have mobility, they don't have pressure, they don't have slowdown, they don't have the entity's love but they have the survivors looping for 5 gens.

what bad can happen? Ghost face or trapper become better than Nurse?

Comments

  • DBDVulture
    DBDVulture Member Posts: 2,437

    All of the "stealth killers" should have no red light in chase : Pig, MM, Wraith, Ringo, Ghostface, etc.

    I see no balance problem with making killers that dont have an active antiloop power move at 120% speed.


    But where do you draw the line? Does trapper get faster move speed? What about Doctor who has weak antiloop?

  • HauntedKnight
    HauntedKnight Member Posts: 398

    At this point I’d love m1 killers to travel faster just so they can traverse the map quicker. I don’t even care about the advantage in chase, just make crossing maps like mother’s dwelling tolerable.

  • InvadeGames
    InvadeGames Member Posts: 458

    yea i agree, these low mobility killers need a slight speed boost. Its WILD how long it takes up to survivors sometimes and makes having any chance at winning a mindgame on each maps 5 infinites impossible.

  • AetherBytes
    AetherBytes Member, Alpha Surveyor Posts: 3,185

    Honesty? As a killer and survivor, him being 120% wouldnt be that bad.

  • humanbeing1704
    humanbeing1704 Member Posts: 9,091

    I would be fine with this but it would be overtuned with play with your food I honestly think that's largely why every killer is either 110 or 115

  • DBDVulture
    DBDVulture Member Posts: 2,437

    You have a point the second we talk about removing the red light from a killer like Blight, Nurse, or LF who is extremely dangerous in a chase.

    Pig and all the stealth killers generally speaking are exactly not that. Because they do not have anti loop or any real method of dealing with a pre drop pallet they are extremely weak.


    Imagine for a moment if we removed the mori offering and instead changed it to force survivors to play in first person. That would be really interesting. In some ways it would have a similar effect to removing the red light because you would not be able to move as survivors are accustomed to doing.

    Let's be perfectly honest for a moment and talk about something; the red light makes sense in some ways but generally speaking most of the tiles in this game are silly because the red light exists.

  • dugman
    dugman Member Posts: 9,714

    I think it would be interesting to have a killer one of whose unique abilities is that they most 4.8 or even 5.0 meters per second. And I could also maybe see a perk that grants a permanent +2/3/4% movement speed boost for the whole match. But I don't think I see this sort of thing being more commonplace than that.

  • WaveyTrey
    WaveyTrey Member Posts: 668
    edited June 2022

    That’s probably because the “Red Light” should only be revealed to whoever the obsession is. The killers often know you have DS, MoM, OoO, etc. Meaning the obsession can see the animosity in the killer’s eyes as they’re intending to do something that would **** the killer off. You have DS, and if you use DS you become the new obsession. You’re seeing the killer’s whereabouts with OoO. You’re trying to activate MoMs 3rd hit.

    When you aren’t the obsession you lose the visual advantage of the red light so you have to make better predictions as to where the killer may be facing at a given time. Survivors can make themselves the obsession with perks as to gain the red light advantage. For killers their Obsession perks become more about changing who you would prefer to see your red light based on the circumstances. If someone’s on death hook you wouldn’t want them see your red light so you can potentially catch them quicker.

  • InvadeGames
    InvadeGames Member Posts: 458

    im not sure about that with the crazy amount of safe loops on every map. if there were more unsafe loops and not infinites on every map i would agree.

  • GiveMeTheBox
    GiveMeTheBox Member Posts: 331

    I'd love for killers like Pig and the like to move at 120% or such. It would be such a simple but huge boost.

  • Nameless
    Nameless Member Posts: 869

    Yeah I think changes like this would break the game as most loops are adjusted to 115% movement speed killers. Not all of them (The Game and Eyrie) but I feel like the devs should aim towards making changes to these maps rather than giving m1 killers a speed buff.

  • Sonzaishinai
    Sonzaishinai Member Posts: 7,976

    Dangerous

    That 5% increase in speed means 33% faster chasing.

    It's a big deal

  • Zeon_99
    Zeon_99 Member Posts: 463

    It would help, but that wouldn't be tackling what makes those killers bad. The exhaustion perk nerf in the summer will definitely help out M1 killers in a good way.

  • PigMainBigBrain
    PigMainBigBrain Member Posts: 1,893

    Requests like this are what happens when the devs don't address survivor power creep....

  • PigMainBigBrain
    PigMainBigBrain Member Posts: 1,893

    "they also boost survivor speed as well"


    You don't see how that defeats the purpose of the suggested change in the first place?

  • Metronix
    Metronix Member Posts: 226

    I would like it, if it only activates in chase. Like instant bloodlust for the whole duration. In my eyes the game could be more about hiding, less about running. "Looping" a killing seems really inconvinient in my eyes, especially for the horror genre.

  • HectorBrando
    HectorBrando Member Posts: 3,167

    Movement speed is a stat that can break the game very easily, it shouldnt be touched, having a few perks with harsh activation conditions is ok but changing it on a base level? thats too much. As Kaitsja said, the problem with low mobility Killers isnt their speed but the size of certain maps and their gen spawns like Mother's Dwelling or Disturbed Ward.

    Why do you think subtle hackers almost universally tamper their movement speeds? because an extra 5% its so damn strong that can turn the tide of a game easily for both sides.

    There are certain stats that are better left untouched because how ingrained they are at the core mechanics and how much the rest of the balance depends on said stats being an unchanged constant.

  • Entitled_survivor
    Entitled_survivor Member Posts: 828

    No way,,,however i do agree the overwhelming majority of M1 killers needs buffs,,,just not in their mov speed

  • supersonic853
    supersonic853 Member Posts: 5,775
    edited June 2022

    I mean what if any killer with no movement ability moved 5 percent faster out of chase? So someone like myers can actually traverse red forest like others can? Wouldn't make chases more unsafe. And bandaid fixes horrid big maps for no mobility killers. Also less work for the devs since i don't see them lowering map size anytime soon.

  • Steel_Eyed
    Steel_Eyed Member Posts: 4,033

    Pfft. Try some imagination.

    If survivors and killers move faster and loops take less time to complete, then when the survivor makes a mistake. The killer capitalizes much quicker. Get hit. Also being faster makes mindgames successful at a faster clip, even if survivors move faster too. The reaction speed would be the same, but killer arrives much more quickly.

    If your premise is if survivors move a little quicker too that it completely negates the benefits of the killer moving faster, you might want to rethink it.

  • DBDVulture
    DBDVulture Member Posts: 2,437

    Let me know the moment you think a pig at 120% move speed would be more dangerous than omega blink nurse.


    M1 killers are pathetic compared to killers that have : strong antiloop and everyone knows.

  • thrawn3054
    thrawn3054 Member Posts: 6,357

    You want built in bloodlust?

  • DragonMasterDarren
    DragonMasterDarren Member Posts: 3,079
    edited June 2022

    Pretty much every loop is balanced around 115%, but i am curious on if buffing Trapper, Pig, Sadako, and maybe Myers and Ghostface to have 120% speed would really make them all that more powerful

    I'm excluding Wraith from getting 120% due to his power giving him more then enough movement speed to begin with

  • Seraphor
    Seraphor Member Posts: 9,436

    This would break loops and holding w, giving survivors no options besides landing a lucky pallet stun at every single pallet, using them all up in a single chase if it even lasts that long.

    There could be a place in having faster movement speed whe not in a chase though, in order to give the killer better map presence.

    Also stealth killers shouldn't have to choose between normal movement speed and using their stealth power, so crouching pig/ghostface and tier 1 myers should still be 4.6m/s. As it stands stealth killers don't work because they can't realistically use their stealth until they've already found a survivor, at which point they're usually detected. Literally any other killer with Undetectable from say Tinkerer, makes a better stealth killer.

  • versacefeng
    versacefeng Member Posts: 1,227

    Removing the red stain off of stealth killers while in chase won't help them. If anything, more survivors would just start to w-key away from certain tiles, knowing that the killer has no red stain. What should be done instead of removing one of the game's core mechanics is to buff their anti-loop capabilities/give them one.

  • DBDVulture
    DBDVulture Member Posts: 2,437

    If you remove the red light from stealth killers and make stealth killers have base movement 120% speed then survivors would be forced to try and loop against killers that have no red light; in short this would become their anti-loop. If they try to shift W they would get punished very quickly by the increased movement speed.


    What benefits would this have for the game?

    1) New players wanting to try killer would find stealth killers very powerful in chase. As a result sales of these killers might go up.

    2)Stealth killers would find new balance in that a SWF on voice coms now no longer ruins their power (which is by the way stealth). Every stealth killer in the game is currently a "C" rank or worse. Having higher base movement speed would make them have a potential advantage over killers that have Anti loop but no movement power (Nemesis, PH, PNH, Artist, etc).

    3)Veteran players might actually see some stealth killers played at high MMR instead of Blight/Nurse. Veteran players might have to use pallets much faster against stealth killers due to the "red light problem". Forcing survivors to pre-drop pallets would definitely make these killers more viable.


    Once again I will point out there is no scenario where a 120% movement speed stealth killer that has no red light in chase would be "better" than nurse or blight across all maps.

  • Cameragosha
    Cameragosha Member Posts: 630

    M1 Killer need 4.8 m/s be a base kit

  • ShinobuSK
    ShinobuSK Member Posts: 5,279

    No, dont mess with movement speeds

  • IlliterateGenocide
    IlliterateGenocide Member Posts: 6,144

    I think the movement speeds are fine, i would be more willing to say yes if they didn't buff pallet breaking/survivors gain less speed from hit.

  • fulltonon
    fulltonon Member Posts: 5,762

    As strong as it would be, I'm mostly sure it wouldn't really break game

  • Pizzaman
    Pizzaman Member Posts: 546
    edited June 2022


    No. Requests like this happen all the time.

    • Regress Exit Gates
    • Gen-Slowdown-Perks as Basekit
    • Higher Default Movement Speed
    • More incentives to not camp or tunnel (which doesn't work, as we've seen in the last 6 years)
    • Less Pallets / Windows / Entity Blocker after the first vault
    • More Anti-Loop / No more Looping aka "more stealth"
    • Nerf Bodyblocking
    • Option to disable Chasemusic
    • Have a menu-Slider to customize/increase FOV

    and the list could go on for hours ...


    The problem is not "power creep". The problem is that issues are addressed with perks (Bandaids), rather by adjusting the core game mechanics. Survivors get (or got?) "Second Chance" Perks, Killers get Gen-Slowdown Perks, but the core game mechanics remain unchanged.


    Look at how Deathgarden approached the camping issue, they basically removed the need to "unhook". That's how you adjust a core game mechanic. They didn't just add a new "Perk" to fix it.

  • rvzrvzrvz
    rvzrvzrvz Member Posts: 1,186

    Lol the main problem was dead hard it's not hard to catch someone at 4,6ms + bloodlust, you guys don't want a fun game for both sides you just want free kills, just spawn survivors directly on hooks it's quicker

  • Freddy96
    Freddy96 Member Posts: 767

    Ofc people care about themselves and their fun, do you think people care about the game itself?

  • fulltonon
    fulltonon Member Posts: 5,762

    Actually the biggest problem was pallet spawns and map size of most maps, so no.

  • geni
    geni Member Posts: 152

    What if it was 5.0 m/s while not in chase, and when you're in chase you have normal speed (4.6 m/s)

  • geni
    geni Member Posts: 152

    Fair, i like more the idea of buffing the weaker killers, but sometimes its just the map that makes them weak, like mothers dwelling, its a huge map and playing a killer like trapper, myers, ghostface, pig or clown doesnt feel good in there, much because you dont have map mobility.

    I suppose that if the killers were 5.0 m/s and only 4.6 m/s in 32 meters of a survivor would basically make whispers basekit, because you can feel the change in movement while playing, right? So there is not much to do i suppose.

    I hope there are buffs to these killers in the next midchapter, and the twins quality of life improvements too!

  • Veinslay
    Veinslay Member Posts: 1,959

    "Many loops are designed for 4.4m/s and 4.6m/s Killers, where each side has a chance to outplay the other. Adding extra speed to that quickly makes them one sided. If you strengthen the loops to compensate, you're right back at square one. An extra 0.2m/s sounds small, but it means catching up 33% faster."

    Please explain The Game, Badham, Fractured Cowshed, Garden of Pain, Eyrie of Crows, etc. Thank you

  • DBDVulture
    DBDVulture Member Posts: 2,437

    Sorry but you're wrong. Why?


    Because weak killers are pointless. Nobody is going to play Wraith when Blight Exists in a money winning tournament - all things being equal.