http://dbd.game/killswitch
2v8 feedback, ideas + new classes
Hello!
So killer queue times are worse then last time around. Much worse, we need to wait 25-35 minutes for a single match.
I love that "wait and play" feature is coming with next iteration, this will help a lot.
But we still need to improve experience of the lacking side - survivior.
We need to give something new to look forward to for surviviors.
- Firstly, incentives help. Don't make them fixed, make them stable 400/600/800%.
This always brings people to the lobby. Always brings me and my friends.
If BP incentives are low, we just play regular mode with cobblers. - Better chest drops - let us have more flashlights/better rarities. A lot of people want to mess around in the mode, run for saves. Delete brown/green items.
- Give us prevention for a 2-taps from two killers! There is nothing worse then getting 2-tapped by two people. Literally takes away any power from surviviors. You can be a good looper and still there is nothing you can do if people are coming at you from 2 sides of a window or pallet.
- Give us more classes. I will write down my ideas below.
- XP bonus for consecutive matches. 10-20% for every game.
1st game - 100%
2nd game - 110% or 120%
3rd game - 120% or 140% etc. - Get rid of problematic, unfun synergies.
Mostly every legion duo - espacially oni-legion
Remember about looking into plague, when she comes.
That's it from me now. Looking forward to know what you guys think.
Here are some of my class ideas:
- TOTEM destroyer
- Built-in inner healing
- Small debuff for killers after a totem has been cleansed - for example 5% reduced movement speed for 10 seconds.
- Unlockable skill: Lets survivior spawn boon totem, with build-in circle of healing, exponential, dark theory and Alan's boon but with 50% of their effect - 50% healing speed, 50% faster recover, - Locker master
- Gives ability to stun the killer with locker fast vault - head on built-in
- Highlights locker's aura for other surviviors that are being chased by the killer.
- Unlockable skill: Grant's additional 2 second to a duration of the stun. - The blinder
- First opened chest grands purple flashlight. You can recover 100% of flashlight charges in the locker, 10 sec cooldown. Once per trial.
- Built-in Champion of light.
- Unlockable skill: While killer picks up survivior within 16m, you gain 150% speed bonus for 5 seconds.
This one comes with built-in survivor perks mostly. - The looper
- Shows killer aura that chases you for 6/8 seconds, after dropping a pallet.
- Shows your aura to all surviviors while you are being chased. Effect lingers for 5 seconds after escaping.
- Unlockable skill: Grants ability to block the window for a killer or entity protects the pallet from breaking for 10/15 seconds.
Comments
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Killer times are long without friends but doesn't need to change when the mode is sided towards them. It's worth the wait.
- You're not being paid more to play Survivor. You're playing with friends. Either you want to play this mode or you don't.
- Let's give the Survivors add-ons attached while we're at it. I find plenty of varying rarity. That's the point, waste time opening this. Only time it's trash is flashlights as those are now eclipsed by fog crystal but we don't need too many of those either.
- Again, that's the point. Killers have to waste time doing that. It's only worth it if one of them is Enforcer. Just because it's unlucky doesn't mean it shouldn't be there or possible.
- We don't need more classes. We already aren't using the current ones to their greatest potential. In soloq, people don't play Guide because it's bad. It needs a rework. The rest are fascinating to the normal Survivor mains because they always use similar Perks anyway.
- Unless you're running ten games straight, not backing out, the server shouldn't have to keep track of that. In DBDM they had exp offerings which are not in base game. Because they are counterproductive to making money. BHVR doesn't run constant micro-transactions thank god so this is what they need to do. Besides the levels reset to need less exp but give less iri shards. Rather that than grind max exp to 999 or something.
- People will play who they want. The game should not discourage playing a Killer if it's not also going to nitpick Survivors for having 4 of one class in a group of 8. I hate anything/Ghostface. You know what would be worse? Two Ghostfaces.
- Totems shouldn't be in the level. It's distracting Survivors from their roles and Killers don't care if you break them. You're vulnerable for the same amount of time but there are two Killers now. It's ill-advised and wouldn't add anything but headaches. Survivors already throw matches by running four boons instead of something that does the same thing without a lengthy back and forth with the Killer. You would still be doing nothing but frustrating everyone else in the match. If this class must exist it should be Small Game/Counterforce hybrid. If you break every totem in the match you get something. Idk what.
- I see the point of this class but why dedicate a Survivor to seeing every locker? Lockers are already encouraging players to wait it out like normal then take one of three hatches. Survivors already have double pallets and vaults across a huge map. Not only can't you use every pallet in one chase, they can repaired in a brief moment. We don't need to be encouraged to hide or be passive.
- Absolutely not. This is a Killer sided mode. Let them have this? Go to 1v4 if you want to harass someone. 2v8 is actually team-based and everyone choose their role. Choosing to be an ######### should not be encouraged. Flash-anything culture is already heavy-handed in Survivors' favor. It doesn't need to come to the mode where you're expected to participate. Flash-anything is throwing until you make the save. Plus they would just give Killers an item drop class if not make FD basekit because it should be. It's bad enough only the red add-on drains more battery. The Perks should to. Be serious and think of this as a horror game.
- Why would Survivors need I'm All Ears when mindgaming is more important to the 2 Killers who are still outnumbered? People who are not near you don't need to see you. Seeing specific auras already overloads the UI. And finally, if you're going to add a class that blocks things it should block for both sides. Move to the next loop. Don't stall the game that's already chaotic due to overstimulation.
Looping is split between Escapist and Scout. You get one play every amount of seconds. Silent vaults or repair pallets to be used again. You will eventually be caught despite God-loops or double pallets because of the team effort of the two Killers.
Guide should be reworked to show gens being worked on instead of just the one being worked on. You're guiding people to a gen that's already full. Your skill shouldn't increase repair speed. It should make missed skill checks become good skill checks for 30 seconds or consuming tokens you accumulate over time. That's Guiding. The game ends as soon as it starts. 8ks should be rare. That's not the point of the mode. It's supposed to be like OW 6v6 or MR. Things. Happening. Teamwork amidst chaos. Once the gates are powered or there are two Survivors left, it's everyone for themselves. Killers double down on patrolling and chasing. Stalling would ruin the active nature of this environment.
-1 -
Your mind is too killer sided at this take.
I want to play killer myself, but I don't want to wait 30-40 minutes for a match. That's the point of trying to come up with ideas.
We definitely need surviviors to have more encouragement, we need surviviors to play the killer. It's that simple.
If surviviors won't want to play the mode, killer's won't be finding a match.
Surviviors didn't get anything since 2nd iteration of 2v8, all we had was the herbs and now smoke bombs (spoiler: they are bad).
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