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Killers seem to really need Base-kit Corrupt...

CammyChameleon
CammyChameleon Member Posts: 268
edited December 2023 in Feedback and Suggestions

As of my recent games, and a lot of games on set up killers, even if I find a survivor in the first 5 seconds of the match, have a quick 10 second chase and 10 seconds to put them on a hook, 2 to 3 gens pop every match.

It's just like how survivors were forced to run old BT every match just to be a good teammate, killers have to run corrupt just to have a fair chance.

I've spoken with many content creators who share the same Idea and honestly just think it's time for base-kit corrupt to be added.

It would be nice to run more fun perks like nemesis and furtive chase if he didn't need 3 gen regression perks every game against good survivors with toolboxes.

Toolboxes, should also be downtuned like med kits were, but that's another story.

Edit: Don't forget, no more hook grabs, base kit deliverance to counter camping... etc.

Like Corrupt should really be a thing base kit.

Post edited by CammyChameleon on

Comments

  • WashYourHands
    WashYourHands Member Posts: 261

    deadlock

  • caligraph
    caligraph Member Posts: 359

    I understand the sentiment of giving long setup/ramp time killers corrupt for free but why don't we just fix the issues in their basekit that make corrupt a must pick?

  • MB666
    MB666 Member Posts: 968
    edited December 2023

    yeah dude lets give lethal rush to trapper / myers / legion / hag / etc.

  • caligraph
    caligraph Member Posts: 359

    Or we could just increase their placement time and let trapper spawn with his traps. Or increase legions power duration and/or speed to get downs more consistently. Or remove the range falloff for stalking and increase the speed. It wouldnt fix them but they'd be far more viable. There are extremely clear issues with their kits that dont need a basekit perk to be solved.

  • HandsomeJack_049
    HandsomeJack_049 Member Posts: 136

    It really does feel like eventually either tool boxes will need a nerf, gen speeds will have to be increased, killer's individual basekits will need to be looked at, or somekind of overall basekit mechanic for slowdown will need to be introduced. Part of the problem comes from the fact that survivor's can only improve on efficiency, whereas killers have to hope that Survivor's make a mistake (or they proxy camp and tunnel, because the best kind of slowdown is a dead survivor.) Ideally, a solution would be something that doesn't punish survivors but gives killer's that little bit of breathing room in the early game (or rewards killers for spreading hooks, which also helps adress tunneling issues.) Right now gen time is match time, and if gen speeds become too meta again, we're going to see a return to 4 gen slowdown, which will lead to overly long games, which leads to more complaints, which leads to gen slowdown getting nerfed, but because you feel like you have to run it, people will just become more dependent, etc, etc. It's a brutal cycle. Easy solution is to nerf gen speed perks and tool boxes like how gen regression perks and slowdown perks got nerfed. Prove Thyself is a good example of these small nerf tweaks that don't break the game, but help ease the overall issue with generator speeds.

  • pigslittlepet
    pigslittlepet Member Posts: 483

    I agree weaker killers need something but I would prefer individual buffs to basekits to bring them inline with mid killers. I'm gonna catch flak for this probably but I think the strongest should be brought down and the weakest brought up. As normal tier lists work in d through s I think d and s shouldn't exist and it be c through a. I know tier lists are subjective I'm simply using them as a example.

  • WiseTraveler
    WiseTraveler Member Posts: 132

    The game is already complicated the last thing we need is more base kit perks over complicating the game for newer players. Not all killers want corrupt the last thing a ghostface player wants is for survivors to get pushed into finding them faster.

  • Xyphus
    Xyphus Member Posts: 161

    Sorry, but when I play Hag/Trapper, the last thing I want is Corrupt.. Why would I want the Survivors to come into my area, at the start of the match, where I need time to set up my web? So they can already destroy it and I have nothing left?..

    This perk is so overrated when it comes to set-up Killers (and I claim in general.. a wasted slot).. Ya, let'em have the first three Gens.. The game starts at two Gens remaining. Everything before that is just pure randomness..

  • Sava18
    Sava18 Member Posts: 2,439

    As always the game needs to always, ALWAYS force a two/two split for the survivors, not corrupt. 4 man spawns are so broken for killer's and 4 man splits are so broken for survivors. 3/1 and 1/1/2 still make a large impact.

    In an even skill level game, it'll probably take a nasty build on a top 5 killer to win against a 4 man split. Regardless of the killer a 4 man split should pretty much be two gens done before a down. On an uneven skill level the killer might lose 4 or the survivors might get 1.

    This game isn't so hard you need to be thinking about new players more than the general fairness of the game after putting in some learning time.

  • DrDucky
    DrDucky Member Posts: 675

    I think with maps shrinking, this is less needed. That said I think something like this would be very nice to kind of even out maps with bad spawns and maps with ok spawns. Since I have had survivors spawn spread out and work on 3 separate gens so I have already lost a gen even with a quick chase with 0 I can do (especially as killers with no mobility) and I may not lose the match on the spot, but I feel like basically starting with 4 gens with 0 I could have done is a bit unintuitive. So a feature like this would help with that a ton and I do hope something like it comes out at some point.

  • LazyClown
    LazyClown Member Posts: 173

    Unfortunately, they already tried out that prototype and decided that it made the game extremely unfun. BUT, with that said in all fairness the anti-camp mechanic was also a part of a similar prototype design a long while ago that had the same exact issues, but now recently being brought into the game should've easily added in a corrupt basekit mechanic given to having to deal with the anti-camp mechanic being extremely unfun for killers atm. Right now, as a territorial killer it is straight up miserable to deal with this anti camp design and seems to be a result of 1k balance for said killers. At the highest level 3 gens get done first chase regardless forcing the killer into a camp tunnel playstyle the rest of the trial, same as also having a fast first chase BUT as you go for your 2nd scourge hook and then that player who was hooked before body blocks you with off the record removing all of your momentum. For the sake of fairness, the basekit function should be like old corrupt where stays up the whole time regardless of a quick down or not, or maybe you could have it when you go against nonmobility killers. This would be completely fine overall because with the 3 gen solution (im guessing they are just going to add an extra gen to prevent 3 genning). At this point removing so much freedom from killers warrants a basekit function to prevent one sided trials from occurring on the regular.

  • Gastongard
    Gastongard Member Posts: 148

    "territorial killer", you mean proxy camper. Is it that hard to go and play the game instead of being sitted next to a hooked person like an statue? Isnt that boring? Honest question. Please, I will wait for an honest answer.

  • LazyClown
    LazyClown Member Posts: 173

    Certain killers are forced into this playstyle because they simply cannot patrol the map or down fast enough. Trapper, Clown, Hag, Bubba. These killers are great examples of what the territorial cast of killers are, they require some sort of set up or strategy. They basically lose gens for existing. Corrupt basekit could potentially provide incentive to try to leave the hook and maybe play in a more fun way for survivors, but they can't at the moment.

  • adsads123123123123
    adsads123123123123 Member Posts: 1,132

    Agreed. Large maps will almost never be balanced without base kit Corrupt. Also, Corrupt is basically mandatory on setup killers.

  • RpTheHotrod
    RpTheHotrod Member Posts: 2,001
    edited December 2023

    Is castling in Chess boring? Moving your Monopoly piece around the board boring? May just as well ask these questions while you're on the topic of questioning if normal intended gameplay elements are boring. Protecting hooks are literally one of the killer's objectives. It's just the facecamping that started to become a problem.