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This is how DBD should be, at least in my opinion

xEa
xEa Member Posts: 4,105
edited October 2023 in Feedback and Suggestions

Please read to the end before you boooh.


Default gen time: 120 seconds

2nd Object: 4 more or less randomly placed control cabinets. The survivors can see the auras of those cabinets in white color. Every survivor can see the aura of other survivors who are within 5 meter radius around control cabinets. Survivors activate control cabinets by solving a mini game.

Every activated cabinet reduces gen repair time by 8 seconds across all generators.

Maps: More pallets and jungle gyms. Better defense options for survivors. More interesting chases.

Also Maps: Very unballanced maps like Saloon (to small) or Mothers Dwelling (to large) get a proper rework.

Unballanced killer get a significant change: Nurse power get a complete rework. Blights addons become complelty changed and rush regeneration speed minimal reduced. The silly bird lady gets deleted from the game because i dont like her xD. Slight adjustment to Spirit to balance her a little bit (like a very minimal speed reduction while phasing)

BBQ becomes basekit for every killer.

Old'ish DS with restrictions becomes basekit for every survivor. Restrictions: Survivor doing an action like healing, repairing or touching any killers belongings ect will deactive DS.


Thats it more or less. This is not carved in stone, apparently this is probably not perfectly ballanced and "more palets" is a very wide spectrum. But you get the idea of that concept.

Let me know what you think.

Post edited by Rizzo on

Comments

  • crogers271
    crogers271 Member Posts: 1,821

    I'm going to focus on the radical idea, maps and killers just kind of distract from that.

    Default gen time: 120 seconds

    2nd Object: 4 more or less randomly placed control cabinets. The survivors can see the auras of those cabinets in white color. Every survivor can see the aura of other survivors who are within 5 meter radius around control cabinets. Survivors activate control cabinets by solving a mini game.

    Every activated cabinet reduces gen repair time by 8 seconds across all generators.

    Of all the ideas I've ever heard for 'survivors should have a secondary objective', this one isn't bad.

    Problem is, given the math here doing the cabinets is not really optional, but more of a mandatory thing. Thus instead of the survivors having different options on what to do, they now first have to do the cabinets, then the gens.

  • Xernoton
    Xernoton Member Posts: 5,842

    How is adding more pallets and jungle gyms contributing to "more interesting chases"? We already see the effects that an abundance of safe zones on different maps have. Survivors will pre drop pallets because they have so many that there is no use in even attempting to loop many killers (they can't destroy all the pallets anyway before the game is over) and killers instantly break a lot of these pallets. Jungle gyms aren't fair loops and there pallets can be considered god pallets. Survivors can only be hit around them, if they have some kind of aversion to the space bar. More of these will only result in more killers running Bamboozle to get the pallet out of the way faster and then brute force through every loop. No mind games, just brain dead ring around the rosie until pallet is dropped, rinse and repeat.

    Adding a side objective for survivors, while interesting and probably good for the overall balance, would immensely change the core gameplay loop and leave newer survivors even more overwhelmed than they already are. And since you can't have flat out 120 seconds gens without breaking the game either, this has little to no chance to work out. Even experienced players would probably struggle with this. I mean, we all know the kind of things that can go wrong in solo queue. This would add a layer of complexity that might just be too much.

    I am also against the idea of any more base kit perks. How many perks can one player possibly need? 4 perks are enough and not using certain perks should make you vulnerable in certain situations. That's why you have 4 perk slots to begin with. To help you out where you struggle. It seems like BHVR truly opened Pandora's box when they added base kit BT. Because it leads to more and more requests for different base kit perks. This is a bottomless pit.

    Also there are more than 3 unbalanced killers. Freddy, Myers, Clown, Trapper, Pig and Wraith (to a lesser degree) aren't in the best spot either. Almost every single killer in this game could use some changes but seeing how have to wait 2 years for a Twins rework, which isn't even necessary considering that there are smaller changes they could make to drastically improve this whole situation, it goes to show that it's unrealistic to expect so many things. And if they do end up buffing all these killers in rapid succession, it's likely that they will do so with more band aid fixes because they just don't have the time to go deep into a killer's power and change more than a few numbers or add a status effect (looking at you Trapper).

  • CorvusCorax86
    CorvusCorax86 Member Posts: 1,072

    I don't like most of it. The secondary objective is interesting, though.

    "More pallets and jungle gyms. Better defense options for survivors. More interesting chases."

    Chases become more of a hassle and aggravating as a task if you give more pallets or - as you refer to it - defense options to survivors.

    And Artist is my personal favourite after Clown. :)

  • xEa
    xEa Member Posts: 4,105

    The objective would make the rounds longer, but not less interesting for both sides. Survivors have a 2nd objective to do, which adds a not to complex 2nd layer on excisting one.

    Longer rounds will lead to (obviously) a completly different type of ballance form. This type of ballance can only be fulfilled for longer survive time for survivors. The by far most attractive form is obviously the chase. For both sides.

    I personally dont get the allergic reaction on "more pallets" because it is the logical consequence for a 2nd object.

    Why are you even playing the game if more chase is such a bad thing? I am serious, what else do you enjoy in DBD? Sitting on gens? Patroling gens? Camping? I dont get it. Having more and longer chases is the best the game could offer, at least for me.

  • xEa
    xEa Member Posts: 4,105

    It is in my opinion not 100% mandatory, thats why i stick to the idea. It is probably a wise thing to start with the control cabinets first, but if you fail to do the 2nd object right away, the round is not lost. Sometimes it might be simply better to do only 2 of those and when a better opportunity comes up later, you do the last 1-2 control cabinets. At least in my mind, this will add a lot of dynamic to the game.

    Of course, as i said, this is not perfectly ballanced, but rather an idea. And also.. of course, since the object is there, survivors MUST have more options (idealy loops ect) to defend. The only other option would be a ton of added bushes where survivor can hide or a 4th hook stage, but i would not like this idea at all.

  • Aven_Fallen
    Aven_Fallen Member Posts: 16,275

    "Default gen time: 120 seconds

    2nd Object: 4 more or less randomly placed control cabinets. The survivors can see the auras of those cabinets in white color. Every survivor can see the aura of other survivors who are within 5 meter radius around control cabinets. Survivors activate control cabinets by solving a mini game.

    Every activated cabinet reduces gen repair time by 8 seconds across all generators."


    This sounds like 90 second-Gens, but with some extra steps. Not really interesting or anything.


    "Maps: More pallets and jungle gyms. Better defense options for survivors. More interesting chases."


    You can get more interesting chases by adding loads of Pallets, but have only very, very few safe Pallets on the Map and remove Bloodlust. And suddenly every Pallet becomes fair and mindgameable for both sides and the better player wins. And players would also not lose games because someone used too many of the good Pallets.

    But adding more safe Pallets will not make chases more interesting.


    "Unballanced killer get a significant change: Nurse power get a complete rework. Blights addons become complelty changed and rush regeneration speed minimal reduced. The silly bird lady gets deleted from the game because i dont like her xD. Slight adjustment to Spirit to balance her a little bit (like a very minimal speed reduction while phasing)"


    I mean, yeah, Nurse needs to be reworked. And Blights Add Ons need to be nerfed. The one thing I agree here.

    But the rest... eh. Not so much.

  • Brimp
    Brimp Member Posts: 2,997

    Yeah but you add more jungle gyms and you make more windows into windows which is NOT very interactive.

  • xEa
    xEa Member Posts: 4,105

    Its not? The killer is interacting with the survivor. Its the definition of interactive. But i am all ears. What would you considere interactive in the game?

  • xEa
    xEa Member Posts: 4,105
    edited October 2023

    It IS a 90 sec gen with extra steps. I mean.. what else? This is not ment to reinvent the wheel, its ment to add an extra layer which adds strategy for both sides plus a longer game time without busting the original game and beeing boring as hell sitting more on gens. If this is not interesting, then i am sorry that the core game sucks for you.

    More pallets =/= loads of pallets. Many maps come with 9-10 pallets, and of those 9-10 pallets, 3-5 are complelty unsafe. I did a lot of testing and i know the pallet counts of those maps. Adding more unsafe pallets does nothing to the game. Unsafe pallets have absolutly nothing to do with skill or fun. Its rather who wins 50/50 or has good ping. I dont want to start the discussion on that, but mindgames also have not a lot to do with skill, at least after you played the game a long time.

  • crogers271
    crogers271 Member Posts: 1,821

    This is not ment to reinvent the wheel, its ment to add an extra layer which adds strategy for both sides plus a longer game time without busting the original game and beeing boring as hell sitting more on gens.

    I don't think most people want a longer game. I don't, maybe I'm projecting, but I think around 10 minutes is the ideal time, on the under side. I want to feel like I'm in a rush. Strategy games are great, but I got lots of those, DbD is the best game at getting the heart pumping.

    From a practical stand point, lengthening the game also creates balance issues. Even if you add a ton of pallets, you'll still have instances whether due to skill imbalance or just luck a survivor gets eliminated early. Now that there are more layers it makes the chance of 3 survivors pulling it off even less likely. Games were people feel like they are stuck in them create dissatisfaction which isn't what people should be going for.

  • caipt
    caipt Unconfirmed, Member Posts: 688

    I like some of the ideas presented but I dislike their implementation. The idea of a side objective is good, but reducing gen times permanently is bad even if we increase gen times. At that point its not really a side objective, its just a necessity you need to get out of the way to win. If a secondary objective were to be added it shouldnt effect generators otherwise its essentially just more gens.

    Maps definitely need to be changed

    I dont think there should be more tall wall loops. having oneof each type per map means theres not a crazy amount of super strong loops while also creating destinations to reach in chase instead of just running away. Filler pallets have their place as a resource to managed, tall walls have their place as being high priority loops.

    As for killer balance, nurse does not need a full rework or any changes to her blinks. she needs additions to her kit that add counterplay, like bringing back stun-fatigue and lightburn. gut blight addons yadda yadda.

    I dislike making perks basekit in general but I like the motivation behind their addition. BBQ to encourage leaving the hook and chasing multiple survivors, and ds to make tunneling not exist. but as I said im generally against basekit perks.

  • Xernoton
    Xernoton Member Posts: 5,842

    So your idea is to have loads of weak pallets on every map, correct? Wouldn't that simply improve the efficiency of pallet camping and Shift + W?

    We can hardly add an abundance of pallets that are about as weak as the ones on the front side of Ormond and 20+ pallets about the strength of the rock loops on the McMillans would get you enough distance to run from pallet to pallet, pre dropping and chaining them together so that the killer has to break them to create dead zones. Both of these outcomes don't sound desirable to me. Maybe there is something I overlooked but I don't think increasing the overall pallet count will make chases more interesting.

    I think that would only happen, if survivors had so few pallets that they are forced to greed them. But this would also punish anyone, who isn't a top tier looper and some killers would probably become incredibly painful to play against.

    That's a tough issue to solve, honestly.

  • jayoshi
    jayoshi Member Posts: 317

    Objectives makes this game boring for me. Chases are what's fun and different in every game. I would play less if there were more objectives for my solo teammates to not do.

  • xEa
    xEa Member Posts: 4,105

    I think this is the best argument so far against the idea. I cant say if it is true or not what you claim but maybe you are right and people dont like to have longer rounds. I respect that objection.

  • xEa
    xEa Member Posts: 4,105

    But look it from that perspective:

    The new objective forces people to move around instead of sitting on gens (gen time is the same overall).

    This would actually lead to more and longer chases which would eventually lead to more chases per hour.


    If a round would be increased from an average lenght of lets say 10 minutes to 15 minutes, the time you are actively playing (incl chase time) would be longer. Less queue time per hour, more playtime per hour. And like i said, the new objective is not something you sit on, its something that might force you into a direct chase very early on.

  • xEa
    xEa Member Posts: 4,105
    edited October 2023

    Then you would risk loosing more to regreission progress perks like Jolt or Pop. And you might have a really rough endgame if the killer provides a lot of pressure during early and mid.

  • Annso_x
    Annso_x Member Posts: 1,611

    Making gens take longer significantly buffs every slowdown perk across the board, I can't imagine even experienced swf not struggling to complete the gens, even with the 32s from the secondary objective, against a killer with full slowdown.

    For this to work we'd need a lot of changes for a lot of things, and I think the result would simply be longer games but not necessarily more entertaining ones.

    I personally already struggled to adjust with longer games since the last time gens were made longer, I can't imagine having fun with games even longer. Yes chases would be longer, but that also means 3 survivors are staying a whole lot longer holding M1 on a gen.

  • not_requested49
    not_requested49 Member Posts: 1,979

    Honestly I'd be fine with the idea if you could put the minimum time on a gen solo to 45 seconds by completing all the side objectives, this would also make 3 gens harder to defend as a bonus