Kill Switch update: The Mastermind has been Kill Switched due to an issue with Virulent Bound. The Mastermind will be re-enabled once this issue is fixed.

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

Band Aid Fixes for the Win?

"ANOTHER QUALITY OF LIFE POST?! OMG GIVE IT A BREAK!" YOU'RE GONNA LISTEN AND YOU WILL LIKE IT! OR HATE IT!

In all seriousness... Some of the changes are pretty good... but I believe there are more pressing issues. To me, you should be looking at primary QOL issues like hit detection, hit boxes of players and objects, map/tile RNG, server additions or upgrades, and the overall gameplay loop and it's incentives. I wouldn't necessarily call this first phase survivor or killer sided persay, perchance, perhaps… but I think these P1 changes will help more games for killers. Overall, I think some of these issues are tertiary at best when I get hit 5 feet away from windows or see Freddy snares pass under my feet with no effect.

Surrender State: The surrender state is not a bad thing, however it is tertiary at best because it doesn't fix the core issue nor should it be the P1 of a QOL update imo. It's cool to have, but isn't a game seller. "Hooray, I can leave a few minutes earlier instead of rotting on the floor even longer!" But it doesn't STOP the benefit of slugging, now does it? What's stopping killers from making this a social speed run category? How fast can I end the game?! It doesn't make the time spent marinating on the floor any less painful. It doesn't alleviate the dread 2 v 1 situation as well. It helps a very particular way of slugging.

Go Next Prevention: I think this is where most people would disagree with me... I won't disagree with any argument made about the downsides to a team or game by going next early game/first chase; however I am not someone who cares if people do it. Reason being, the core game loop isn't tightly safeguarded or worried about what type of fun you're in interested in, so I don't fault people for going next to re-roll the dice. BHVRs changes aren't amazing, so implementing something that will identify and punish go nexters sounds sketch. What metrics will this be enforced with? Again, a ban/naughty lobby/blood point deduction will NOT make people enjoy the game any more. It would quicker see them leave the game entirely. 2 v 1 scenario still not addressed when you leave to allow teammate hatch. It's cool when the killer tunnels for an early exit, but if the survivor chooses an early exit, it's an "epidemic."

Extreme Hiding: BHVRs own words are "Survivors drawing out an UNWINNABLE match" So we have determined the survivors cannot win by your own words, so essentially the fix is to say hurry up and lose. Another example of the team scenario being a hindrance when you have no solo capabilities besides hatch. THAT is a primary change imo. Also, the objective is to hook survivors but bleeding out isn't punished. Again, not addressing that a game shouldn't be unwinnable due to 2 survivors dying. Consider a gen speed up scale to keep games competitive as more people die.

Spawn Rules: Not really a huge handicap persay, but I can see this being abused by insta down killers with lethal or could benefit Ghostface/Michael greatly unless their spawns are changed to always be the farthest from survivors. See: the above about a 4-man slug speed run.

Incentivize killers to spread hooks and give survivors FUN side objectives that further progression or provide killer or map lore/aid in your revamping of the quest system.

Comments

  • ReverseVelocity
    ReverseVelocity Member Posts: 5,567
    edited February 2025

    Incentivize killers to spread hooks…

    Did you miss the whole other half of the image where it said anti-tunnelling, anti-camping and anti-slugging?

    Extreme Hiding: BHVRs own words are "Survivors drawing out an UNWINNABLE match" So we have determined the survivors cannot win by your own words, so essentially the fix is to say hurry up and lose.

    I don't know where you're getting the implication that BHVR are saying every match is unwinnable for Survivors. They are talking about games that have specifically entered a state that is basically lost and instead of letting it go to hatch (which is the lifeline for those kinds of matches), they just hide for 30 minutes.

    There's already mechanics to help a Survivor escape a lost match. This change is for hostage situations.

  • cheapslurpiee
    cheapslurpiee Member Posts: 107

    Did you miss the whole other half of the image where it said anti-tunnelling, anti-camping and anti-slugging?

    No, which is why I'm talking about phase 1... we don't know what phase 2 will be...

    I don't know where you're getting the implication that BHVR are saying every match is unwinnable for Survivors. They are talking about games that have specifically entered a state that is basically lost and instead of letting it go to hatch (which is the lifeline for those kinds of matches), they just hide for 30 minutes.

    Idk where you got the implication i was talking about EVERY game... I am also speaking on the games BHVR is referencing. Why would I mean the game as a whole?? Also, i mean... the game doesn't have to go to hatch, now does it. There's another route that I've spoken on a couple times in this post... 2 v 1...You slug one and go look for the other. Up to 4 minutes is needed to survive and then MAYBE you can get hatch. You realize there is no other option then, correct? The last 2 hide for 30 minutes hoping to not get found, and hoping the killer doesn't care for a mori/4k, so they can get the hatch. That's very common.

    Let's be completely honest about the hatch mechanic. It's a chance, sure. No individual wants to have to play a HOF game of hide and seek or Cat and mouse for 4 minutes (25-30% of avg game time) to maybe get hatch or hope your exit gates aren't 2 feet away from each other.

  • CruelLimits1982
    CruelLimits1982 Member Posts: 76
    edited February 2025

    You're completely correct people saying BHVR are "Cooking" with this is i disagree with, the core issues of the game sucks doing 5 gens is boring as absolute dirt every gamemode is the same 2v8 is do gens with 2 killers, lights out is do gens but its dark, chaos shuffle is do gens but now your perks are random i'm not calling these gamemodes bad 2v8 is fun especially as killer but they don't change the core objective which is boring af at this point.

    Another huge issue is the absolute disparity between high tiers and low tiers will a game with a big roster always have bad characters? Yeah of course but this is an assym game for one so the rules change and number two the perk system also changes the rules its literal night and day when you play Pig vs if you play Blight both of these characters can equip the same perks too. It's crazy that Nurse can equip 4 slowdown perks when a perkless addonless nurse is probably better than 90% of the killer roster already

    It doesn't even have to be an F tier killer vs an A tier killer Pig vs someone like Demogorgon is a massive difference too walking across the map is so bloody boring and hitting a survivor and just holding forward because you have no way to catch up hoping they just screw up while gens fly is awful too it feels like you aren't even playing the game with some of the killers.

  • crogers271
    crogers271 Member Posts: 3,481

    QOL issues like hit detection, hit boxes of players and objects, map/tile RNG, server additions or upgrades, and the overall gameplay loop and it's incentives. 

    Hit detection is a much trickier thing than what the planned changes and times they've played around with it in the past people haven't been thrilled.

    Maps are tough because everyone wants to change them, but people want to go in different directions.

    Server additions is a totally different thing. They could do that relatively quickly if they thought it was worth the investment.

    The gameplay loop has kept people pretty happy for almost a decade now.

    It doesn't make the time spent marinating on the floor any less painful.

    It partially does. Why does losing via slugging feel so bad? Because it takes so long without any interactive elements.

    They still need to change knockout, but a conditional surrender state is a relatively easy addition that I wish they had done a lot earlier.

    It would quicker see them leave the game entirely.

    A possibility, one I worry about as well, and we'll need to see the exact mechanics. If it does prevent people from going next so frequently I suspect the players that will be lost will be more than made up for by player gains from those who like it more.

    So we have determined the survivors cannot win by your own words, so essentially the fix is to say hurry up and lose.

    Kind of, yes. The 2v1 is a conundrum for BHVR. Creating a scenario where both survivors could realistically escape would undermine the killer's success, , without it the survivors have no reason not to hide for hatch beyond a rule telling them they can't.

    I'd be fine with extending the surrender state to 2v1 because, as you say, if its unwinnable than I wonder why the trial is still going on. That said, matches that just 'end' without an actual finish tend to leave a bad impression for most players.

    Consider a gen speed up scale to keep games competitive as more people die.

    2v8 was designed around this and still needs some tinkering, it would be much harder for 1v4. Too strong and it encourages survivors to just leave the survivor on hook to die.

  • jajay119
    jajay119 Member Posts: 1,232

    The fact that BHVR are referencing a match with half the team left in it as ‘unwinnable’ is the biggest issue of all here. That should not ever be the baseline assumption of a 2V1 but clearly it is and that’s why the game is in the state it is. None of the changes are going to fix that.

    If you’re going to say to people ‘you won’t win’ when two people have died, especially when then current meta is to hard tunnel out one person, what’s even the point in queuing up? Perhaps this is why they’re is a 400% bonus for survivor most of the time now. It’s not going to be enough.

  • danielmaster87
    danielmaster87 Member Posts: 10,719

    Yeah. Hurry up and lose. Or win. You never know until you try. You're not entitled to 5-10 minutes of hiding. People got things to do. Once it hits 2 remaining survivors, some anti-hiding thing should kick in after 5 or 10 minutes.

  • cheapslurpiee
    cheapslurpiee Member Posts: 107

    Yeah, but as I said, they themselves have deemed the match unwinnable. Meaning there is no "or win" in their thinking. Killers do victory laps after tunneling 2 survivors out. That shouldn't be the case. There are perks for snuffing survivors out. Commonly it seems quite the opposite to your statement about killers having things to do... they dont mind adding an additional 4+ minutes to the game for another kill. If a survivor has things to do, then go run head first into the killer or do the objective. My fix is to give a gen speed multiplier. If there's 3 gens left and 2 survivors, what's wrong with a speed increase until 1 gen or something. Just a thought.

  • cheapslurpiee
    cheapslurpiee Member Posts: 107

    ME TOO! Holy wall of text! That guy needs to learn how to be concise. He's pretty chill and kinda handsome though so I'll let it slide just this time.

  • biggybiggybiggens
    biggybiggybiggens Member Posts: 957

    They're never going to change/add to that until they absolutely have to. I'd love for them to prove me wrong, but I feel 100% confident with that statement. Generators will be the only thing Survivors do for a LONG LONG LONG LONG…LONG…. LONG LONG LONG LONG LONG LONG LONG LONG…LONG…. LONG LONG LONG LONG LONG LONG LONG LONG…LONG…. LONG LONG LONG LONG LONG LONG LONG LONG…LONG…. LONG LONG LONG LONG………. LONG..

    ….

    ..

    ……..

    LONG….

    Long time…

    …:/

    Seems like they don't have the guts to actually try anything new.

    I agree with the saying, "If it isn't broke, DON'T fix it", but damn.. Some other side objective besides Generators would've been nice months ago… Until they see those daily/weekly/monthly players #'s drop though, we are not getting it..

  • cheapslurpiee
    cheapslurpiee Member Posts: 107

    Thank you for your comment! I actually agree with not of what you've said. To your point about it having a gameplay loop that's made people happy for years... I completely understand. I just think they should always be looking to innovate (strategically). TCM has the right idea IMO in allowing people to team up when necessary but you can escape on your own as well. I think DBD just falls in a sweet enough spot for people where the alternatives (like VHS, TCM, etc.) just don't have novelty, name pulls, or killer play like DBD manages to fully convert them long term. There are many exposed wires, even today, in DBDs gameplay loop 9 years later.

  • UndeddJester
    UndeddJester Member Posts: 4,973
    edited February 2025

    the core issues of the game sucks doing 5 gens is boring as absolute dirt every gamemode is the same 2v8 is do gens with 2 killers, lights out is do gens but its dark, chaos shuffle is do gens but now your perks are random i'm not calling these gamemodes bad 2v8 is fun especially as killer but they don't change the core objective which is boring af at this point.

    OK... but what is the alternative? It's easy to condemn, but why not give some suggestions for things to do instead of generators?

    DBD is a pretty unique game, and the whole game has numerous mechanics designed for that gameplay loop... designing something that enhances the mechanics of DBD without being highly exploitable or pointless is actually quite difficult.

    E.g. you could do something like prop hunt, but in doing so you have to completely remove looping, the main feature of the game that makes DBD what it is, since the point of prop hunt is to hide and not be found within the time limit, so once found you have to die pretty fast for it to be fair.

    Something where a survivor can Kill the killer doesn't work, cause most of the mechanics in the game don't play ball with it. Blight, Billy and Xenomorph would be nigh uncatchable, but Pig or Myers couldn't do anything.

    Sure we can come up with silly little games that are fun for a day, but what real game modes can you come up with that explores the mechanics of DBD?

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 3,401

    something like this could work, but I'd want things like mending/killer side objectives made a bit faster in response, I can't bear the thought of dealing with Singularity/Legion as some examples with this kind of objective. Oh and Gen regression would need looked at again, pentimento among others would be awful with this.

    It'd also be countered entirely by generator skill check builds.

  • UndeddJester
    UndeddJester Member Posts: 4,973
    edited February 2025

    It's a cool idea, I rather like it as a concept...

    I like the idea the gen is basic generator, and you bolt additional parts you find on it to repair it quicker, for example therr are 4 different parts, and each gen has slots for those different parts.

    Big questions are: -

    • How many spawn in the map?
    • Are they a set of random spawn locations from list?
    • How big are they? How easy to see?

    Is a much slower start for survivor though, and has a similar effect to powerful hexes, where Survivors are slowed down substantially as they search the trial for pieces...

    With how the game is set up currently killers would need to reduced in power A LOT to accommodate this change though… Or a lot more resources would need to be put in maps to conpensate, which then hits issues where your killers like Blight, Billy and Nurse with high lethality and cut off go miles ahead of the likes of Trapper (more than they already are).

    The other problem I forsee is I don't really see the need to do gens complaint really going away... it's effectively still the same gameplay loop just with extra side quests... no that I mind that myself, but I predict that's the argument against it 😁