Plea Market
This post is part a plea that I’m aware will not accomplish anything, and part a form of therapy for myself. The recent patch brought good changes and was overall a step in the right direction in my opinion. BHVR seems to be heading towards at least a little bit more QoL and better balance, which delivers just the tiniest droplet of water onto my parched tongue.
Disclaimer, I play both killer and survivor, around 70% killer and 30% survivor. If I had to only play one or the other it would naturally be killer because as killer I have more (read: any) control over my game experience and how much fun everyone is able to have in the video game. Now more than ever in the time I've been playing survivor, I'm vulnerable to killers tunneling the weak link and securing at 5 or 4 gens, as well as to survivors throwing / giving up at all stages of the game. This has always happened, but now I am seeing it as a rule, in almost every game. It's hard to find reasons to play solo queue survivor right now, but when everyone involved is doing their best to have a good time and no one is being ruthlessly optimal (somehow a big ask), the game is very fun for me.
So here’s my little market of pleas.
1. Make hook states progress 50% slower when the killer is within 24 meters of the hook.
2. Remove the killer's ability to grab a survivor who is rescuing someone from the hook.
3. Remove bloodlust 3.
4. Make a version of Kindred basekit, where if the killer stays within 8 meters of the hook for longer than 5 seconds their aura is revealed to all survivors. The range increases from 8 to 16 meters over 30 seconds.
5. Search bar function for perks and addons and a sorting system.
6. Team based MMR. MMR that accounts for DBD being asymmetrical and isn’t simplistic.
7. Match history.
8. Quality control. Where is it?
9. Bug cleanup. Why does BHVR consider it normal or acceptable for bugs to be so rampant that it’s business as usual for one or another killer to be killswitched, while other bugs go uncleaned for months or years on end? Nothing about that is normal. I have never played a game this buggy before, and I am a flabby old person.
10. Give survivors comms and an alternate way of communicating if they can't or don't want to use comms.
11. Allow survivors to see where other survivors are and what they are doing in the HUD.
12. Form a complaints department that works so bad actors will actually be punished, especially important for #10. Create a reporting system that works.
13. Allow survivors to set preferences for types of items or addons in the bloodweb to make it more likely that those types will show up.
14. Rebalance killer addons, especially Nurse's.
15. Make Nurse's power not recharge while recovering from a blink, or some other form of "down time."
16. Allow survivors to see each other's loadouts during pregame.
17. Each hook state gained by the killer reduces the generator repair speed of survivors by 1%. For each dead survivor, remaining survivors gain +10% bonus generator repair speed. (1 survivor dead with 3 hook states total = +7% repair speed for each of the remaining 3 survivors. 0 survivors dead with 8 hook states total = -8%. 1 survivor dead with 9 hook states total = +1%.)
On to survivor perks! Nothing beyond this point really matters. I'm not writing out the full perk description, just the part I'd change or add. I liked the direction of most of the perk changes with the latest update. If the game beneath the changes wasn't in such horrible condition right now, I'd be very happy with things for the most part. But I'd still change quite a few perks and a ton of them are still entirely neglected. Some of them seem irredeemably useless, so I just made up new stuff for them.
Aftercare: All Survivors affected by Aftercare see each other's Auras within 16 meters.
Any Means Necessary: Cooldown of 60/45/30 seconds.
Autodidact: Increases the chance of triggering Skill Checks.
Bite the Bullet: You and any Survivor you are healing will not have your Auras revealed to the Killer while healing.
Blast Mine: If the Killer triggers a Blast Mine, their Aura is revealed to you for the next 10/15/20 seconds.
Boon: Circle of Healing: Increases healing speed by 5/7/10% when not using a Medkit.
Boon: Dark Theory: When first entering the Boon Totem's range, Survivors gain a 7% Haste Status Effect for 1/2/3 seconds. This effect can occur once every 30 seconds. The 2% Haste Status Effect lingers for 5/10/15 seconds after leaving the Boon Totem's range.
Botany Knowledge: Increases your Healing speed by 30/35/40%. Does not apply when healing with a Medkit.
Buckle Up: Whenever you are within 24 meters of a Survivor in the Dying State, the Killer's Aura is revealed to you and any Survivors in range. This effect lingers for 2/3/4 seconds after healing a Survivor from the Dying State. (Instead of the existing Aura reading effect.) Survivors in range also recover 10% faster from the Dying State.
Built to Last: Hiding inside a Locker for 10/9/8 seconds while carrying an Item (depleted or not) will replenish its Charges to 99%.
Calm Spirit: No action speed malus.
Clairvoyance: Allows you to see the Auras of other Survivors.
Counterforce: After cleansing a Totem, your Grunts of Pain when injured are suppressed for 28 seconds.
Dead Hard: Endurance for 1 second.
Deception: You will not leave any Scratch Marks or Pools of Blood and your footsteps will be inaudible for the next 3 seconds.
Decisivie Strike: 4 second stun duration.
Déjà Vu: Revealed to you and other Survivors within 8 meters of you. 7% repair speed bonus.
Desperate Measures: Further increases Healing and Unhooking speeds by 3/4/5% for the remainder of the Trial each time you or any other Survivor are hooked, up to a maximum of 50%.
Detective's Hunch: When Detective's Hunch activates, gain a token. The next time the Killer is within 12 meters of one of the objects highlighted by Detective's Hunch, spend a token and reveal that object's aura to you for 1/2/3 seconds if you are within 32/48/64 meters of it.
Distortion: Gain 1 Distortion token for every 40 seconds spent within the Killer's Terror Radius.
Empathy: Every 30 seconds, injured survivors within 32/48/64 meters of you will see your aura for 5 seconds.
Fast Track: You consume half of all accumulated Tokens after a Great Skill Check on a Generator.
For the People: After activating the ability, for 12 seconds the next time you take a protection hit within 8 meters of the healed survivor, block the hit and gain the Deep Wound status effect instead.
Guardian: 8/10/12 seconds. Guardian reveals the Killer's Aura to you and the rescued Survivor for 12 seconds.
Iron Will: Reduces the volume of Grunts of Pain while in the Injured State by 50/70/90%. Further reduced to 30/50/70% while Exhausted.
Kindred: 16/20/24 meters from your hook. The effects linger for 3 seconds after you or any other Survivor are unhooked.
Kinship: The Struggle Phase timer is paused for 46/50/54 seconds.
Leader: Increases the Action speeds of other Survivors in Healing, Sabotaging, Unhooking, Cleansing, Opening, and Unlocking by 20/30/40% while they are within 8 meters of your location.
Left Behind: 32/48/64 meters.
Mettle of Man: After triggering your second Protection Hit, Mettle of Man activates.
No Mither: When injured or dying, Grunts of Pain are reduced by 50/75/100%.
Object of Obsession: Whenever your Aura is revealed to the Killer, double the action speed bonus. (4/8/12%.)
Off the Record: Gain the Endurance status effect for 40/50/60 seconds.
Parental Guidance: 10/12/14 seconds.
Poised: After a Generator is completed, you will gain the Endurance Status Effect for the next 6/8/10 seconds.
Power Struggle: While in the Dying State or being carried by the Killer, the Killer's aura and the Auras of Pallets are revealed to you and any other Survivors within 36 meters of you.
Prove Thyself: The effect is not applied to any other Survivors.
Quick & Quiet: Has 2 charges. Replenish 1 charge every 80/70/60 seconds.
Renewal: Being put in the Dying State does not deactivate Renewal. Renewal activates even if you already suffer from the Broken Status Effect.
Repressed Alliance: After repairing Generators for a total of 40/35/30 seconds, Repressed Alliance activates. You see the Aura of the Killer and any Survivors within 6 meters of a blocked Generator.
Resurgence: If you are in the Killer's Terror Radius when you are unhooked, gain a 5% Haste Status Effect until outside the Killer's Terror Radius.
Rookie Spirit: Once active, Great Skill Checks provide an additional progression of 2%.
Saboteur: The Sabotage action has a cooldown of 60/45/30 seconds.
Self-Care: 30/40/50%.
Self-Preservation: Scratch Marks, Grunts of Pain when injured, and Bleeding are suppressed for the next 18/24/30 seconds.
Situational Awareness: While repairing a Generator, your Aura and its Aura are revealed in yellow to all other Survivors located within 32 meters. If the Killer downs a Survivor while you are repairing a Generator, you and Survivors within 8 meters of you see the Auras of all other Survivors for 10/11/12 seconds.
Smash Hit: Gain the Endurance status effect for 1 second whenever dropping a Pallet. (This can trigger whenever you are not Exhausted / Smash Hit is available.)
Small Game: After cleasing a Totem, the Killer's Aura is revealed to you for 4 seconds, or 8 seconds if the Totem was a Hex Totem.
Solidarity: After completing a healing action on a Survivor, you see the Auras of any other Survivors within 12 meters of yourself or the healed Survivor for 10 seconds.
Stake Out: Stake Out does nothing with Skill Checks. Instead, activate the ability to spend a token (max 3 tokens) and gain a stackable 4% Haste Status Effect for 1 second. Getting hit with a Basic or Special Attack causes you to lose 2 tokens.
Streetwise: Decreases the Depletion rate of your Items by 30/40/50%. Does not provide the bonus to other Survivors.
Technician: Does not apply any Regression penalties.
Urban Evasion: Your sounds of running are muffled by 50%.
Vigil: Increases your Recovery rate from the Blindness, Broken, Exhaustion, Exposed, Haemorrhage, Hindered, and Oblivious Status Effects by 20/30/40%.
Visionary: The Auras of all Generators currently being repaired are revealed to you within 72 meters. The intensity of the Aura of Generators reveal their repair progress.
Killer perks.
Bamboozle: Performing a Vault action is 10/15/20% faster.
Barbecue and Chilli: Instead of its current effect, after hooking a Survivor, the Auras of the 2 farthest Survivors from you are revealed to you for 6 seconds.
Beast of Prey: Grants the Undetectable Status Effect for the next 40/50/60 seconds.
Bloodhound: Bloodlust progresses 30/40/50% faster.
Bitter Murmer: Each time a Generator is completed, the Auras of all Survivors within 16 meters of any Generator are revealed to you for 5 seconds.
Blood Echo: Can only be triggered once every 30 seconds.
Call of Brine: The Generator regresses at 50/100/150% of the normal Regression speed.
Coup de Grâce: Gain 2 tokens per completed Generator.
Darkness Revealed: 10 meters.
Deathbound: When a Survivor heals another Survivor for the equivalent of 1 Health State or succeeds a Healing Skill Check outside your Terror Radius, that Survivor will scream, revealing their location and activating Deathbound. Oblivious lasts 90 seconds.
Deerstalker: When a Survivor recovers or is healed from the Dying State, they suffer the Hemorrhage and Mangled Status Effect until healed.
Dissolution: 16/20/24 seconds.
Dragon’s Grip: 100/80/60 seconds.
Eruption: Applies an immediate -7% Progression penalty.
Fearmonger: 5/6/7 seconds.
Forced Penance: 70/80/90 seconds.
Franklin’s Demise: Putting a Survivor into the Dying State causes them to drop their Item. The Aura of any Survivor who picks up a lost Item is revealed to you for 12 seconds.
Furtive Chase: Your Terror Radius is also reduced when not in a chase.
Gearhead: Gearhead is always active. Whenever a Survivor succeeds a Great Skill Check while repairing, their Aura is revealed to you for 4/6/8 seconds. Whenever a Survivor in your Terror Radius succeeds a Good Skill Check while repairing, their Aura is revealed to you for 1/1.5/2 seconds.
Grim Embrace: The Entity blocks all Generators for 40/50/60 seconds. All Survivors repairing a Generator when it was blocked scream and reveal their locations.
Hangman’s Trick: While carrying a Survivor, see the Aura of any Survivor within 12/14/16 meters of any Hook.
Hex: Blood Flavor: 24 seconds.
Hex: Crowd Control: Additionally, blocks all window vault locations within 12 meters for 7/8/10 seconds.
Hex: Huntress Lullaby: No longer a Hex, renamed Huntress Lullaby. 5 tokens: shortens the time between the Warning sound and the Skill check by -70%.
Hex: No One Escapes Death: Gain 1 token for each Survivor alive when the Exit Gates are powered. Using your Basic Attack spends 1 token. When all tokens are spent, Hex: No One Escapes Death deactivates and reverts its Hex Totem into a Dull Totem. All Survivors suffer from the Cursed Status Effect when Hex: No One Escapes Death activates.
Hex: Ruin: Whenever a Generator is not being repaired by a Survivor, it will immediately and automatically regress its Repair progress at 100/150/200% of the normal Regression speed. Regression speed decreases gradually over 150 seconds until it reaches 50% of the normal Regression speed.
Hex: The Third Seal: Whenever a Survivor affected by Blindness would activate an Aura reading perk, their Aura is shown to you.
Hex: Thrill of the Hunt: Putting a Survivor into the Dying State blocks all Hex Totems for Survivors for 12/16/20 seconds.
Hoarder: Hoarder triggers a Loud Noise Notification for 4 seconds, whenever a Survivor performs any of the following actions within 32/48/64 meters of your location: Unlocks a Chest. Picks up, drops, or starts using any Item, including Limited Items.
Hysteria: Activates when a Survivor loses a Health State by any means.
I’m All Ears: Can be triggered once every 50/40/30 seconds.
Jolt: -7%.
Knock Out: The Aura blocking effect also expires after 15 seconds. Reduces recovery speed by 75%.
Lightborn: Does not grant immunity from being blinded. Instead, reduces the duration of blinds by 25/50/75%. The Auras of Survivors who successfully blind you are revealed to you for 16 seconds.
Merciless Storm: Blocked for 20/22/24 seconds.
Oppression: Has a cooldown of 100/80/60 seconds.
Overcharge: Increases the Regression speed from 75 % to 200 % over the next 20 seconds.
Overwhelming Presence: All Survivors are affected by the Item depletion effect, not limited to your Terror Radius. Survivors in your Terror Radius suffer a 4/6/8% repair and healing speed reduction.
Predator: Whenever you are within 12/14/16 meters of a survivor while not in chase they trigger Killer Instinct for 2 seconds. Can trigger once every 30 seconds.
Rancor: The Obsession suffers from the Exposed Status Effect for 90 seconds.
Septic Touch: These effects linger for 10/15/20 seconds after the Healing action is completed or interrupted by any means.
Spies from the Shadows: Crows return to their perches 8/9/10 seconds sooner.
Territorial Imperative: Instead of its existing effect, after damaging a Generator, the Aura of any Survivor who enters within 8/10/12 meters of the Generator when you are at least 32 meters away is revealed to you for 3 seconds. Can trigger once every 30/25/20 seconds.
Thanatophobia: 3/3.5/4%. Increases by 1% (to 4/4.5/5%) when inside your Terror Radius.
Trail of Torment: The next Survivor to start repairing the Generator will scream and suffer the Incapacitated Status Effect for 4/8/12 seconds.
Zanshin Tactics: Survivors within 6 meters of any of the revealed locations will trigger Killer Instinct. Can trigger once every 20 seconds.
Comments
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Wow you really didn't think about these perk changes for more than a few seconds. They're either huge buffs to already good perks or adding random effects to perks hoping it would make them worth running. The fact that you think prove thyself works by itself is funny because if it did then there would be literally 0 reason to run anything else because you'd be directly taking 12 seconds off a gen by running one perk. Stack it with your deja vu proposal and you can take out a gen inside a 3 gen within 73 seconds all by yourself.
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"5. Search bar function for perks and addons and a sorting system."
One of the biggest needed changes to an usually cumbersome UI (the mere fact they have someone paid to do UI and the result we get is substandard says loads about BHVR).
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Yeah. I just skimmed a few but Aftercare showing everyone to everyone would make it easy too OP. Likewise Zanshin Tactics nevermind Killer Instinct being stictly a Killer Power mechanic. Overwhelming Presence is just a "free affect the survivors" button.
If you want to offer changes to perks, I presonally think it's important up keep in mind the premise of the perk (as in "what do the devs want this perk to do?") and balance against whatever cons the perk has, or ways it's used other than how it's intended.
Example: A possible idea with Clairvoyance, designed to give Survivors some aura reading, would be add a dash of Detective's Hunch. What I mean by that is DH also adds whatever it finds to a map if you happen to be carrying one. For Clairvoyance you could add an effect like "If you are carrying a key, this perk also benefits from any addon effects equipped to it."
The general dev philosophy, I've noticed, is that perks are typically designed to give their benefits in exchange for something (hit a survivor, heal a teammate, pressure gens, etc)
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I don't think any of these changes would do that much good. Like for example, what is that Nerf to BBQ? Or the lightborn change? none of these changes make sense.
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i m not gonna go over the perk changes, i m sorry but thats too much for me. some look good, others not so much.
here's what i have to say about the changes before that:
- yes, but this is also kinda abusable; this should not apply if another survivor is within that range or if the killer is chasing someone. This should punish senseless campers while not punishing good play
- not too sure about this one; would need to be tested on a ptb but i d be down to try it for at least a while
- YES YES YES, bad players shouldnt be rewarded for playing badly; BL3 is such a horrible mechanic
- sure maybe? i dont know; i think there should be a communication system basekit which does not require auras imo
- absolutely yes
- i dont know what team based mmr is but they should rework survivor mmr completely and adjust killer mmr because right now it does not account for skill at all
- would be neat, something for the future though imo
- yes, if they say they have a QA team, they are doing a bad job; a lot of things get released broken, overpowered or underpowered, there s no way they actually have one
- yes, some bugs are disgusting and they are just allowed to exist for months on end
- not voice comms; a wheel to select and send prefixed text messages such as "killer is chasing me", "killer nearby", "seeking help" and a ping system would be enough imo
- yes, this is a no brainer
- yes, toxicity wont die but it wouldnt hurt not being called a PoS after every round
- disagree, there should just be more items and add-ons in bloodwebs; why do i need 50 map offerings per bloodweb when i can use only one per game? i need 1 item and 2 add-ons yet there is the same amount of add-ons and items to offerings; also the ######### bp offerings that arent cakes or Party streamers suck and just take up space; also why do i have to buy 5 brown med kits every blood web? nobody is gonna use them! Bloodweb changes please
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Why is it a nerf? You sometimes see 3 survivors with BBQ, and sometimes you'll only see 1 or none. And if you can see 2 survivors reliably, you can pretty easily figure out where the 3rd might be.
?
Prove Thyself
Increases your Repair speed by +15 % for each other Survivor within 4 metres of your location, up to a maximum of +45 %.
This effect is also applied to all other Survivors within that range.
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"each other survivor", if it worked only for yourself it would an infinite toolbox it reduces the efficiency penalty for people stacking a gen with less benefit the more survivors are working on a gen. 2 people is almost exactly 2c/s as if there was no penalty.
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Oh i misread the BBQ change, I thought it still had the 40m requirement. Could be a decent change.
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I don't think you understand.
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I don't understand how the "wheel of text messages" would work, especially if a Survivor is in chase. They're not going to be able to use the wheel while they're being chased, where there's already very little, if any room for error.
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Yeah it would definitely be harder for more casual players who have maybe a bit less composure or ability to multitask during chase. I don't really like the aesthetic of a chat wheel thing but something with similar functionality would be nice.
I know some people think a ping type system or comms are a bad idea because DBD has never had them and those forms of communication don't fit the vibe of the game. I think it would be so much better for a game to change and become a better game than to remain unchanged and be a worse game. So protesting to things like comms because it would make DBD less of a horror game doesn't make sense to me, especially when the majority of players already don't experience it as a horror game anyway. Solo queue needs more forms of communication and information sharing between survivors, and not something minor but something major, to meet the size of the problem. Comms also have the potential to increase solidarity among survivor players in a game, which could lead to survivors caring more about their team and playing more for their team, whereas something like a chat wheel is more anonymous and disconnected.
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Don't you do that to for the people, the chaddest perk in the game, the amount of ftp saves I've done is pretty high
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