The Amanda's Letter add-on for The Pig has been Kill Switched due to an issue with incorrect RBT count.
http://dbd.game/killswitch
We need a Action speed cap!!!
A simple Action speed cap would fix multiple things in the game at once.
-Rounds wouldn't take too long or be over too quick
-Killers would have to Tunnel less because they are not having a extrem time Problem anymore
-Extreme builds would be fixed without having to nerf the perks itself
-It would make every round more unique because people would less bring builds that are only focused on one thing
Here is a simple idea:
The Action you are perfoming (repair gens, heal, destroying or blessing totems and so on and on) take 100%
No matter how many perks or items or offerings you bring or with how many survivors you do a Action together it can't be slower/faster then a certain %
For example
Solo gen: maximum speed up 25%
Swf gen: maximum speed up 40%
Gen slowdown: maximum slow down to 140%
Healing: maximum speed up 50%
maximum slow down 150%
Chests: Okay too be real I don't see a problem here
Totems: maximum speed up 50%
maximum slow down 150%
Exit Gates: maximum speed up 75%
maximum slow down 125%
Comments
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-Killers would have to Tunnel less because they are not having a extrem time Problem anymore
I fundamentally disagree with that. Through all of the changes that tried to make the game easier for killers to give them time to play around with fun perks, which essentially made tunnelling and camping easier as well, both of these playstyles have become even more of an issue than they used to be.
I am and always will be of the opinion that if the game is made easier, people will continue to play like that because winning easily beats winning normally.
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Similar to the opinion presented above, I don't necessarily disagree with an action speed cap (I think it's a good idea to not have to nerf perks and still give freedom to create varied builds, without it being too busted), but I genuinely do not think killers would tunnel less.
You just can't trust that killers who tunnel currently will see an easy road and not take it, out of the goodness of their hearts, just because their opponents are nerfed a bit. That's very innocent.
If there is something to be done to nerf survivors so that killers have an easier time, then tunneling must also be hard removed, otherwise it's just going to be more efficient and a guaranteed win.
I think action speed caps could be the way to go (would prevent some amount of cheating as well!), with rework of survivor items to make it less "all of nothing", as well as power-related buffs & QoL to lower tier or unused killers, and slight nerfs to higher tier killer's add-ons and power.
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So you want everyone to just run the meta rather than trying different builds.
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-Killers would have to Tunnel less because they are not having a extrem time Problem anymore
Increase a Gen to 3min will not stop them from tunneling. Eventually low skill Killers play against Zubat level and complain the Gen isnt slow down enough.
Which exact with the current Eruption meta, when each down save them half a Gen and somehow it still isnt enough.
There should be a boost given to the losing side throughout the match, to keep losing side have a chance to back up.
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Unfortunately, pandora's box has been opened. The meta war will never end. If there is a way to exploit a perk or combination or mechanic, people will find it. Dead hard, Prove thyself, omega toolboxes, Ruin/Undying, Eruption/CoB, camping, tunneling.... it all goes round n round. Players in any PvP game will always find the easiest way to win and flock to it like lemmings. I like the idea of speed caps or diminishing returns, but I don't think it'll change anything. People will just find the next way.
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We had a mid-year update where gens were increased to 90 seconds and gen regression perks were buffed to the point where a new gen kick meta has evolved. And there is still tunnelling.
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summer update buffed survivors by giving them extra perk, and gave killers +50 seconds BUT
1 survivor with a toolbox and Built to Last is -70 seconds to repair time
4 survivors with toolboxes is -280 repair time
so people camp more often, 3 survivors can start all generators in less than 2 minutes, chasing without pallets and windows takes at least 30 seconds, please tell me how the trapper should make 12 hooks in 2 minutes , given that minimum chase time 30 seconds ?
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I ran tests and did not encounter a camp when I repaired slowly and at the same time I was almost always tunneled/ camp when we genrushed
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In general, I am in favor of an Action-Speed Cap. I think it would be an easy solution to some things which the Dev had in mind and tried to fix in other ways. E.g. Botany Knowledge reducing the Charges of Medkits. Because Botany Knowledge in itself is fine, the Speed Increase is fine. But if you stack Botany Knowledge with green Medkits, CoH and all the other stuff, it becomes too fast.
And a Cap to this would solve this, without needing to nerf any of those things, which become too strong when combined.
Same with Killers like Plague and a Build like Thanatophobia, Plaything, Pentimento and whatever. The result is Gens taking far too long, which should also be capped.
However, the effects (less tunneling) will not happen. Killers dont even need to stack Slowdown that hard that they reach any Caps. Killer is already the easiest it has ever been and while I agree that outliers (on both sides) should be capped, it would not change anything.
The problem is more that tunneling is currently way too easy, one Hit after the Unhook and the Survivor has no OTR anymore, no Basekit Endurance, no BT, no DH. And since DS is really bad now and not really used, they can just pick up the Survivor.
And this would not change if you remove extrem outliers.
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Tunneling out a surv as quickly as possible to get down to three left is the surest way to victory. Many would say the easiest as well.
Until that method is no longer best, it really doesn't matter what perks anyone brings.
And I believe another part of the problem is the builds killers have run for a while now. Most often it's 2-3 gen regressions and 1-2 chasers, and no tracking. So instead of building and using game sense to know where survs are likely at when not in a gen, it's usually right back to the unhooking. Because right there are at least two survs, one hurt. There's the new tracking.
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