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Ideas to solve DBDs major problems.

GensByDaylight
GensByDaylight Member Posts: 528
edited January 2023 in Feedback and Suggestions

After the last developer update, I don't believe many of DBDs core issues are getting adressed. The main points I will discuss are ideas for changes to Camping, Tunneling, and Genrushing, as well as some perk reworks that are required to fit with these changes and some other minor game changes such as Dead Hard, Eruption, and another new game mechanic.


Tunneling


New mechanic:

Entity's Protection

After being unhooked by another survivor, Entity's Protection activates for the unhooked survivor for 30 seconds.

While Entity's Protection is active:


The survivor has no collision and no hitboxes (to prevent agressive use of it)

The survivor will be slightly faded from the killers perspecitve, and have a small dark circle around their player icon.


The timer for Entity's Protection will not decrease while:

The killer is in chase with the survivor.

The killer is within 15 meters of the survivor (to prevent killers from looking backwards to break chase).


Entity's Protection will deactivate after commiting a conspicuous action for more than 3 seconds or another survivor is hooked.

Entity's Protection will also immediately deactivate after all generators have been completed and will not reactivate.


Perk Reworks for anti tunneling

Off the Record (Adjustments to fit new mechanics):

The duration of Entity's Protection is increased by 30 seconds, and you will not leave scratch marks and pools of blood or make noises while under Entity's Protection.


Borrowed Time (Adjustments to fit new mechanics):

Survivors you unhook retain Entity's Protection for an extra 10 seconds, and gain a 10% haste effect while under Entity's Protection.

Decisive Strike (Rework):

When you are the only survivor dead on your next hook, Decisive Strike activates.

  • When being grabbed or picked up by the Killer, succeed a skill check to automatically escape their grasp, stunning them for 5 seconds and break into a sprint at 150% of your normal Running Movement speed for 3 seconds.
  • Successfuly stunning the Killer will disable Decisive Strike for the remainder of the Trial and result in you becoming the obsession.
  • If you take a protection hit while decisive strike is active, it will immediately deactivates for the rest of the trial.

Camping

If the killer remains within a 15 meter radius of the hook for more than 10 seconds, his aura is revealed to all survivors, regardless of undetectable.

If the killer continues to reamin in the 15 meter radius for 20 seconds, the hook timer is paused until the killer leaves this radius for more than 5 seconds.

While a survivor is hooked, if the killer has not entered chase or entered within a 10 meter radius of a generator, at least 30 meters away from a hooked survivor for 30 seconds, all survivors have their action speeds doubled. This timer is shown to the killer.

Trying to fix camping is very hard, as many changes to stop it may end up punishing killers who are just trying to play the game without using these tactics.

Genrushing

Succeded BNP skillchecks no longer count as Great Skill Checks.

When a generator is completed, all generators progress 50% slower for the next 20 seconds, this effect stacks its duration and effect (50, 75, 87.5...) if multiple generators are completed within this time period.

When no generators have been completed for 120 seconds, all generators progress 25% faster until a generator is completed, this effect stacks up to an 100% increase.

Perk Reworks for anti Genrushing

Prove Thyself (Nerf):

  • Increases your Repair speed by +7.5 % for each other survivor within 4 metres of your location, up to a maximum of +15%.
  • This effect is also applied to all other Survivors within that range.
  • Grants 100% bonus Bloodpoints for Co-operative actions for all survivors working on the generator.

Stake Out (Nerf):

Every 25 seconds you are within the Killer's Terror Radius while not being chased, Stake Out gains 1 Token, up to a maximum 5 Tokens.

  • When Stake Out has at least 1 Token, Good Skill Checks and Great skill checks grant an additional Progression bonus of 2% and consume 1 token.


Killer buff to encourage hooking all survivors evenly.

For each survivor that has been hooked once the killers base generator kick regression is increased by 1.5%. If all 4 survivors have been hooked once without hooking any survivors twice, the killers base regression is set to 10% and the killer gains 2500 BP. Whenever a survivor is hooked twice the killers base generator kick regression is reduced by 1.5% and whenever a survivor is sacrificed, the killers base gen kick regression is set to 0%.


Dead hard

  • Press the Active Ability button while running to trigger the endurance Status Effect for 0.5 seconds.
  • Taking a hit with the endurance status effect will apply Deep Wound, Hemmorage, Mangled, and Hindered (7%) untill fully healed or downed.

Dead Hard causes the exhausted Status Effect for 40 seconds.

Dead Hard cannot be used when  Exhausted.

Eruption

Performing the Damage Generator Action on a generator applies Eruption, which remains on the generator until it is fully regressed or it is triggered:

  • Highlights all affected Generators in yellow.
  • The next time a survivor enters the dying state by any means, all affected Generators explode and start regressing, removing the highlighted Aura.
  • Eruption applies an immediate  -15% Progression penalty.
  • The Entity blocks all affected generators for 30 seconds.

    Eruption has a cool-down of 60 seconds, increased by 30 seconds for each sacrificed survivor.


    Call of Brine and Overcharge no longer stack regression speeds with each other and both have a 30 second cooldown.


    Tell me what you think of these ideas and if you believe these changes would favor the killer or survivors too much.

    All critisism is welcome!


    Also, I understand these ideas belong in feedback and suggestions, but not many people check that area. This took me a while to write, and I want people to look at it and dicuss it.

Post edited by Rizzo on

Comments

  • GensByDaylight
    GensByDaylight Member Posts: 528
    edited January 2023

    You're probably right about Dead Hard, my main thought for that change was for this change to lower the usage rate of it, but the hindered may be a little bit overbearing. Maybe buffing the other exhaustion perks that are rarely used (like smash hit) by reducing exhaustion to 30/35 seconds for those perks could work.

    Also the stake out nerf will only effect combining it with hyperfocus, it will still apply the same amount of progression, and even more if the survivor hits a great skill check.

  • GensByDaylight
    GensByDaylight Member Posts: 528

    Maybe giving Dead Hard a 60 second cooldown, while lithe with 50, SB with 50, BL with 40, and Smash Hit with 30 would be an interesting rebalance to make exhaustion perks close to equal in strength, or at least viable.

  • loothound
    loothound Member Posts: 133

    Changing the exhaustion timer to 30 seconds will help the perk not be the weakest exhaustion perk in the game except like BL on shelter woods. Issue with smash hit is that even if you get that 30 second exhaustion timer, it’s still wildly inconsistent depending on the killer. Get a huntress or nurse? Guess you don’t have an exhaustion perk that game, whereas at least with the other exhaustion perks you can at least guarantee value each game.

  • GensByDaylight
    GensByDaylight Member Posts: 528

    Any perk that depends on pallets will be massively affected by the map, I do not belive there is any way to fix that without redesigning every map.

    Also Dead Hard is sometimes, altough very occasionally not useful. Against legion and Deathslinger its not much use if they use their power a lot.

  • Erenior
    Erenior Member Posts: 88

    the easiest solution to tunneling imho is fixing gen repair speeds. the game is originally balanced around 90s gens. it should be not much above this and not much below.

    with gen speeds like half that time or even below sometimes the tunneling becomes a viable (maybe not a good one) strategy.


    another solution to tunneling will be reducing the amount of health states. healthy -- injured -- hooked and rescued - off the record -- second hook and rescue -- another off the record maybe -- dead hard probably ... and i am not even counting healing or any boons against slugging.

    sure there will be tunneling regardless of any countermeasures. but i really think if the game becomes more managable again for killers many will change their behavior and actually go hunting and not babysitting one survivor.

  • weessnaww
    weessnaww Member Posts: 8

    I agree with almost non of this. Maybe pausing the hook timer if the killer is camping BUT only if no other survivor is near by. I will always defend my hooked survivor especially if it's the team's runner .

    As far as getting tunneled . Learn to loop better. A good killer won't tunnel a great runner. The killer has better things to be doing with this time than long chases. And if your getting tunneled by a bad killer than learn to loop better again.

  • o7o
    o7o Member Posts: 335

    I’d love to see tunneling and slugging become more punishing for the killer instead of adding more anti-tunnel perks.

    Honestly, I can see Dead Hard getting the same treatment as Decisive Strike soon.

    Eruption doesn’t need to get nerfed into the ground, just the incapacitated timer needs a rework into something else, and I definitely agree with blocking the gen for x amount of time.

    OTR is a perk I’m a bit controversial on: for how strong it may look, not many use it, including myself. I honestly only run it if I’m shaking up my builds or just had enough of getting tunneled. It’s a nice perk, but doesn’t really punish killers that will commit regardless. Sort of like your idea, a window of protection that isn’t an endurance effect, that has a fair timer.

    Gen regression perks shouldn’t stack but still allow passive aggressive perks like Merciless Storm, Oppressive, etc.

    I do think Decisive Strike got nerfed into the ground and is basically useless to run now but stunning the killer for 5 seconds and breaking into a sprint of 150% for 3 seconds is a bit too much, but my main concern is it deactivating after taking a protection hit for the remainder of the trial, making it useless in return. You’d have to be selfish and not a team player.

    I’m not understanding the hook rework that well, it’s like it encourages killers to get 4 first hooks, but punishes for 2nd hook states. Will it encourage survivors to reach 2nd state to force the gen kick penalty or encourage killers to just slug to avoid the base kick regression speed penalty?

    I do think after a certain while camping a hook, the killers aura becomes visible to other survivors and some sort of basekit Kinship for the beginning of the trial, and not the end. This is what Kindred was meant for, but survivors still ran from it so I’m skeptical on if this would even work.

    Make Prove Thyself effect 1 other teammate.

    BNP shouldn’t even exist, but that’s just me.

    I do agree Stake Out should have a longer timer to be in TR to gain a token, but it really isn’t ran enough to be a problem. Same with Fast Track; I feel this perk also needs a nerf because being able to stack up to 27 tokens is insane, but not ran enough to be a problem.

    Overall, I like the ideas, but I can see there being complaints as usual. It’d be helpful if we had a PTB up at all times where the devs could throw random stuff in for us to test and all agree on what would work and what wouldn‘t, but I can understand why it wouldn’t be a good idea.

  • jajay119
    jajay119 Member Posts: 1,061
    edited January 2023

    Having generator repair speeds delayed so long in the event of multiple gen completions, plus a possible 10% kick regression as standard combined with the inevitable continued use of slowdown and regression perks sounds like an absolute miserable time to me.

    The nerf to dead hard and the killer buffs in the attempt to dissuade camping and tunneling... which caused an increase in camping and tunneling gives me absolutely no faith that the current regression meta would be dropped with the above changes.

    I fully believe we would just see an increase in killers allowing multiple gens to pop (because survivors would still need to do gens otherwise they'd be 'holding the game hostage' and there's nothing else to do other than hide from the killer while you wait out the 'penalty period') to get the delay then use their regression and gen locking perks to get the best out of the situation, which would ironically give killers plenty of time to camp and tunnel out players whilst others are wasting so much time trying to repair gens.

    I think there are better options, sorry to be overly negative but I don't think the proposals factor in the other side of the fence enough.