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My wish list on basekit change

Spawn placement:

  • Survivors spawn at 2 Gates, 2 at each Gate.
  • Killer spawns at minimum 50m away from each Gate, able to see Gate aura
  • Killer with power bar starts with power cooldown


Killer basekit:

  • Corrupted Intervention 30sec basekit
  • After hook a survivor, the least hook survivors shows their aura for 4sec. So if the first survivor hooked, the other 3' aura show...
  • New mechanic: special totems. Killers have 3 basekit totems around the map (different from Hag's totems). After 5 Gens done, special totems activated. This is to add more objective for survivors, that they can skip and rush Gen if losing, or cleanse totems to weaken Killers in end game.

1 of them gain Killers 1% speed + number of survivor alive (if 4 alive, Killers gain 5% speed), remove speed from Noed

1 of them gain Killers 4sec on Gate + number of survivor alive x2 (if 4 alive, Killers gain 12sec on Gate)

1 of them gain Killers 0sec on survivors' aura + number of survivor alive x2 (if 1 alive, shows 0sec aura, if 4 alive, shows 8sec aura)


Survivor basekit:

  • DS 3sec basekit, activate on both hook. DS perk increase to 5sec. DS disable if healthy.
  • Gain simple command chat stamps: Im going for unhooking ; Im going for killer's objective....
  • 4 survivors have 75% Gen strength efficient instead of 100% strength, 3 survivors alive have 135%, 2 survivors have 200%
  • After hooked, Entity shows up and spawn survivor to another hook (like PH's cage), disable when 5 Gens done


Gen:

  • Gen time decreased to 80sec
  • Increase the Gen spawn to 8
  • The number of Gen required to open Gates is 2 + number of alive survivors

4 alive requires 6 Gens, 2 alive requires 4 Gens. This is to let Killer consider either last hook a survivor at 5 Gen done and power gate, or slug them and keep pressure.



My ideas are just to make the Gens dont go too fast, and its harder to tunneling and camping, or less reason to tunnel because it benefits survivors.

Comments

  • ShroudedGhostFace
    ShroudedGhostFace Member, Alpha Surveyor Posts: 135
    edited April 2023

    You want me to start the match as Ghostface with my power on cooldown? That sounds terrible, so that’s a big no from me.

    30 seconds of Corrupt isn’t going to do much for weaker killers but will break the game for strong killers like Nurse, Blight, or Spirit.

    DS doesn’t need to be basekit, it just needs to be buffed. If DS is basekit, a slug meta will probably happen.

    Some of your ideas are cool and could make for some really interesting gameplay but there’s a lot of them I disagree with.

  • C3Tooth
    C3Tooth Member Posts: 8,266

    The only thing survivors get in my idea is DS and it isnt a good idea…

  • ShroudedGhostFace
    ShroudedGhostFace Member, Alpha Surveyor Posts: 135

    You said you want to have 80 second gens and teleporting hooks, what do you mean the DS is the only thing survivors would get? Lmao.

    To combat tunneling, why not basekit OTR or basekit Guardian? I think Unbreakable should probably be buffed too. Your teleporting hook idea is really interesting, I wonder how much of an impact it would have

  • C3Tooth
    C3Tooth Member Posts: 8,266
    edited April 2023

    You read so many thing wrong. so...many...thing...wrong.

    I mean, I dont even want to point out what's wrong and how wrong it is.

  • C3Tooth
    C3Tooth Member Posts: 8,266
    edited April 2023

    You said you want to have 80 second gens and teleporting hooks, what do you mean the DS is the only thing survivors would get? Lmao.

    Let me retype for you, again, read slowly:

    • Gen time decreased to 80sec
    • Increase the Gen spawn to 8

    4 alive requires 6 Gens -4 alive requires 6 Gens -4 alive requires 6 Gens

    Im not good at math, but 90x5 is definitely < 80x6


    To combat tunneling, why not basekit OTR or basekit Guardian? I think Unbreakable should probably be buffed too. Your teleporting hook idea is really interesting, I wonder how much of an impact it would have

    OTR can be disable with hit off hook. Its already a thing with basekit BT.

    • After hooked, Entity shows up and spawn survivor to another hook (like PH's cage), disable when 5 Gens done

    Disable when 5 Gens done -Disable when 5 Gens done -Disable when 5 Gens done. Edit: it should be disable when Gates are powered.

  • Emeal
    Emeal Member Posts: 5,169
    edited April 2023

    There is no way we can get all of these within years. and I hate these suggestions on tunneling/ Camping.

    It just makes Tunneling too hard as a strategy.

    We should push bHVR hard on one of your ideas tho, I think the most important rn is

    • Gain simple command chat stamps: Im going for unhooking ; Im going for killer's objective....

    Survivors need this 100% even if SoloQ don't need more help. Its QoL which is still needed for Survivor.

  • C3Tooth
    C3Tooth Member Posts: 8,266

    My point is to completely remove Gen rush, tunneling, camping. And certain they would only soften it, not removing.

    Im not asking for any of these to happens, only to tell my ideas.

  • Emeal
    Emeal Member Posts: 5,169

    I know, Im telling you why I think they are bad ideas cause they limit the freedom of ways the Killer can play by actively preventing or putting in little mechanics to actively make those strategies harder to do. I don't want to only play one way or have made the "official good way" the only viable strategy.

    The way I would fix tunneling/ Camping is with new mechanics, turning those things into gameplay with counter play options.

    At least that sounds way better to me, than limiting choice and agency.

  • BlightedDolphin
    BlightedDolphin Member Posts: 1,875

    Interesting ideas but this would just encourage killers to slug and not kill anyone to keep the gen penalty up.

  • C3Tooth
    C3Tooth Member Posts: 8,266

    I understand you're aiming to make tunneling to have more counter to make the game interacting, but it would only work on SWF, I play Solo only and doubt teammates can coordinate tackle killer to save me.

    I've thought of that, but the number can be changed.

    To be fair, if killer is already 8 hooks and 5 Gen done, they can last hook someone (assume Gate powered only after finish sacrificing which takes time), with basekit BBQ, Killer can easily find another survivor to make chase, slug and go for the 3rd one (assume base Totem that show survivors' aura after Gates powered).

    My ideas would never waste killers' time in finding survivors, ever. Keep them start new chase instantly.

  • DaddyMyers_Mori
    DaddyMyers_Mori Member Posts: 2,205

    I like spawn system, it would basically fix random "genrush".

    Corrupt and totem are not needed and would make game harder for new players, which is not good.


    -DS works only if killer doesn't know about it, so not good.

    -I would like to see command system.

    -I talked before why it's bad idea, lazy to do it again.

    -bad idea, removes lot of pressure. Survivors would often insta unhook, which sucks. What's point of basement? There is better fix for camping.

    Gen changes make it really overcomplicated. They can do them up to 200% faster and need less of them? It doesn't make sense for lore at all.


    So basically: spawn + commands yes

    Camping different fix

    Rest is bad

  • Emeal
    Emeal Member Posts: 5,169
    edited April 2023

     I play Solo only and doubt teammates can coordinate tackle killer to save me.

    I agree, soloQ could do with some work in teaching survivors when to unhook and when to not.

    Like how basekit borrowed time just encourages survivors to rip the killer off the hook regardless of where the Killer is.

    its a mess right now.