Gameplay balance ideas part 1
I really love what the dev team is doing with dbd but i still feel that certain aspects of the game aren't getting much love or attention ,
Nothing against the devs , they're doing their best , all i want to do is help them to continue to steer in the right direction to ensure the this amazing games potential is drawn out.
1. Hillbilly : The overheat mechanic isnt as bad as people say is, and there are very simple / common addons that can counter it to make Hillbilly feel like his old self ,
HOWEVER , using hillbilly requires a terribly high skill ceiling and the rewards for reaching this ceiling are a bit lack luster, especially when you compare him to someone like the cannibal/bubba who is much easier to use and can outperform Hillbilly in a majority of maps and scenarios,
Here are a few ideas to improve Hillbilly without making him too weak or too strong, while improving his fun factor and rewarding players more for being able to meet his high skill ceiling
Firstly allow Billy to continue to chainsaw sprint even after hitting a survivor, this would allow Billy to be able to keep up with the stronger killers without making him broken and allow him to keep his chase momentum going until he misses an attack or hits an object
Speaking of missing i feel that billy players are punished a bit to harshly when it comes to these mistakes, the cooldown for hitting a solid object (that isn't a survivor) is too long in my opinion, i feel reducing his cooldown on hitting solid objects with the saw should be reduce by 15-20% for base kit and buffing his add-ons that reduce cooldown for missed chainsaw attacks by about 5-10% respectively.
The buff to his cooldown add-ons for missed attacks might be a be much and maybe isnt as essential but the buff to his cooldown for saw misses would be very helpful for Billy.
2. Trapper : its a shame that people put him low on tier lists because he is a very fun killer but he is definitely held back by the inconsistency of his traps and the tedious nature of setting up his traps, so why not allow allow him more consistency? I feel that his add-ons that make his traps silent, allow for faster placement , and make his traps harder to spot , and not allowing the trapper to be caught in his own traps should all be apart of his basekit as well allowing him to carry one extra trap so he spawns with 3 traps instead of 2, these changes would definitely make trapper a much stronger and less frustrating killer to use for players
I think another good change for trapper would be to make it so when a injured survivor steps on his trap they're given one of 3 status effects at random : mangled , hemorrhage, or deepwound, and will continue to receive each status effect one at a time at random if they're are injured while triggering a trap and while having any of the following status effect until they have all 3 status effect , aslo if a survivor happens to walk into a trap while having all 3 status effects they will go down but to balance things out survivors will lose 1 of these 3 status effect at random when downed by any means and will lose all 3 of these status effect when hooked or healed, also traps are much easier for survivors to get out of AND the trapper cannot place 4 or more traps within 20 meters of eachother (Looking at you basement campers).
3. Nurse : nurse was a cool concept but its an understatement when i say shes very unbalanced, her blinks are very powerful , infact they're TOO powerful , so i have an interesting idea for reworking her , allow her a total of 5 blinks BUT make each blink allow her to cover 5 meters per blink while also giving each blink a 1.5 second USE cooldown before they can be used again so they cant be repeatedly spammed while also increasing her blinks cooldown rate for her charges based on the amount of charges she has (more blinks saved equals faster charge returns)
Also getting rid of her ability to blink through floors and ceiling because its just absolutely busted in general.
Those were my suggestions for a couple of the games killers now i want to talk about ways of reducing the toxicity in the game
Giving survivors a cooldown for crouch spamming when within the killers terror radius (each crouch spam within 1.5 seconds of eachother increases the cooldown by 1 second for a maximum cooldown of 5 seconds)
The same shall be down for killers like pig and ghost face as well
Also the ability to crouch is disabled when the exit gates are powered AND if 2 or more survivors are doing anything while infront of the OPENED exit gates besides escaping the gates will slowly be blocked off by the entity and will be opened back up when the survivors leave the opened exit gate area for the same amount of time they have stood infront of said opened exit gate(for example if the survivors stood infront of the opened exit for 20 seconds the exit shall be blocked by the entity for 20 seconds) this will kick in only 5 seconds after the exit gates are opened IF 2 or more survivors are in the opened exit gate area and the timer is reset each time a survivor escapes
This should bring the horror back into dbd while also punishing toxic players who care more about being toxic then escaping.
Also if a killer hits a survivor while theyre hooked and the hit connects the survivors hook timer will be paused by 1 second per hit and the survivors chances of self unhook will be increased by 0.5% per second while the killer is camping the hooked suvivor for more then 10 seconds if the killer is within 20 meters of the hooked survivor , the escape chance will go down by 0.5% per second while killer isnt within 20 meters of hook until self unhook chance returns to base kit amount
Also basement only has 1 hook instead of 4 so killers cant camp basement AND the basement hook will drop when a survivor dies on basement hook
I know these changes are very huge and might even take some time to implement but theyre just some cool ideas i have for this awesome game that'll hopefully improve it.
If you took the time to read this thank you, and may you have a good night and/or day :)
Comments
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I agree with a lot of this.
I play Trapper from time to time as he's really fun and reminds me of old DBD, however, he is very weak against the current game style/meta.
I think a couple of fixes would make him more viable:
- He begins the trial with all his traps. It's ridiculous that you sometimes have to walk to the other side of the map to pick up one trap.
- Your idea was very cool: if a survivor steps in a trap they get the mangled/hemorrhaged status effect.
- Some of his addons should be basekit, for example: the darker trap addon and the one which randomly opens a random trap every couple minutes.
- An idea I had for an ultra-rare add on was to give a survivor the exposed status effect for 1 minute if they disarm a trap.
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Let us look back into 2016? There were 3 killers, trapper, billy and wraith. And there were 3 kind of maps: McMillon, Cornfield and Wreckers Yard. Survivors were Dwight, Jake, Megan and Claudette. The weakness of Trapper and Billy are the new maps. Can you imagine that Billy once was considered the strongest killer in DbD? Then came the Nurse into the game. Originally she had 3 blinks, and furthermore no exhaustion. Imagine, she could blink 3 times and then another 3 times, and another 3 times. Nurse got nerfed, and nerfed again, and then she got nerfed. Nurse is a shadow of herself, Nurse needs no more nerfing, but all other killers need buffs to get to the potenzial of nurse. And that can be done by reworking maps: get rid of a lot of paletts.
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Not really on board with that extreme of a nurse nerf. To be honest I think it would be fine if we just nerfed some of her broken add-ons.
Playing against an average nurse is also really really fun.
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What i hear about nurse add-ons is that for the most part they're really bad , to the point that people will run common add ons that boost her cooldown rate because of how useless every other add on is ,
My idea isnt really a nerf its more so a rework of her power and yes it does seem extreme but we have to keep in mind that when a new killer perk comes out the dev team test if the perk needs to be nerfed based on how unbalanced it would be on nurse because they know shes a broken character and that type of unfair testing could be potentially detrimental killer mains because it could force decent/ okay perks to be nerfed to nothingness simply because of nurses existence
Also im sure playing against a average nurse main is fun but can you imagine how frustrating it would be to go against a pro nurse? She has very little counters as is and takes little to no effort for end a loop and would become unstoppable(in the hands of a pro) because of how much distance she can cover in a short amount of time (as well as literally blinking through walls and ceilings) ,
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I completely agree with everything you said , newer maps (like RPD for example) have received little to no rework done on them and the rework they did receive has has either done nothing to promote a fair game for both killer and suvivor OR has made it survivor sided
I do agree that nurse shouldnt be nerfed anymore especially when even after all the nerfs she received shes still on top of all killer tier lists, and to continue to nerf her will either make no progress on having her be a balanced killer (basically not doing anything to her) or might accidentally make her go from being over powered to unplayable
Thats why i propose a massive rework for nurse , give her everything i listed BUT reverting/removing some of her previous nerfs like being fatigued and having a base movement speed of 3.8,
So to make her more in line with other killers after the rework without her being nerfed her base kit movement speed should go from 3.8 to 4.4 making her a 110% killer
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Ohhhh i like everything you just said , and with my ideas to balance his trap placement so he cant camp as effectively ,giving him all traps as base kit definitely would really reduce the annoyance of needing to set up and reduce the amount of time for setting up without being unfair or broken
Its a fair change considering hag and nightmare have all their traps when they spawn into a game
Also giving him a iridescent add on that makes survivors exposed when disarming traps makes sense considering a bunch of killers have similar iridescent expose add-ons like nemesis and wesker
Post edited by Elramos325 on0