http://dbd.game/killswitch
Base-kit weaker Corrupt Intervention
How it would work is that the farthest 3 gens from the killer are blocked for 80 seconds with the new Corrupt Intervention being able to add 20/30/40 seconds to the base-kit if equipped.
If the Killer downs a survivor this base-kit mechanic deactivates like what current Corrupt Intervention does.
What this solves is that it buffs weaker killers more than the strongest killers (Blight, Nurse, Spirit, Ghoul, Hillbilly, Dark Lord) because the stronger killers tend to get the first down on the survivor really quickly and weaker killers tend to struggle.
Comments
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This wouldn't work for multiple reasons.
1. Corrupt soft-forces a 3 gen. Either the 3 gens that are blocked or the 3 gens that are closest to the killer upon spawning end up having a higher chance of becoming 3 gen capable.
2. The killer will require less patrolling to encounter a survivor. If every match forced the survivors more towards the middle due to corrupt, the killer will encounter a survivor much quicker. The strongest the survivors will ever be is at the beginning of the match with 3 people on gens and 1 person being chased. The shorter amount of time before that initial chase begins and the first hook, the odds of the survivors losing exponentially skyrockets.
3. This will essentially open up 5 slowdown builds if killers got corrupt for free. No thank you.
The only way this would work would be if the killer does anything but setup traps or break walls, the corrupt would disappear (if they equipped the perk corrupt, it would stay as it is now). Anything, and I mean anything, that the killer would do that isn't those two things would automatically deactivate the corrupt. That would be start chase, use any power, have a successful m1, break a pallet (that would imply a chase began where a survivor pre-ran). That's the only reasonable way for base kit to work that wouldn't completely break the killer role.
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will never happen because only survivor is allowed to receive basekit meta perks
its not a coincidence that they carelessly dish out survivor buffs, gaining support from a community that blindly supports any survivor buff they see as long as it is under the guise of "anti-tunnel" or "anti-camp" without thinking
compare that to the basekit things killer has gotten, only things I can think of are the slightly increased break/attack speed cooldown we got years ago and now the new survivor spawn changes. few and far between basekit buffs for killer, and even they pale in comparison to what survivor gets every year
so yes I agree with you but there's not even a point of bringing it up anymore0 -
You won’t need this after Tuesday.
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You've got a couple of basekit Killer buffs coming right up in a couple of days.
- The new spawning rule will make all Survivors spawn together in one area of the map. That'll make them a lot easier to find.
- The "new and improved" afk-detection will make it incredibly easier to find Survivors throughout the match. No more hiding Survivors!
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Survivors can bring an offering to guarantee that they spawn on 4 separate gens, meaning that the killer offering is now absolutely required for all trials.
-5 -
They could, but not many will. After all, how many Survivors run Duty of Care? How many Survivors run Shoulder the Burden? Many Killers complain about those perks, but they're rarely, if ever, played at all.
And Killers are getting an offering to reject that Survivor offering to spawn separately.
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I don't know why they wouldn't. It will be the single most powerful offering in the game by far. The difference between starting together and starting apart is absolutely massive and game defining. It's literally the difference between finishing 3 gens in the first chase or finishing 1. I know that since the announcement, I've been stocking up on the counter-offering with all of my main killers. I also know that the offering is probably going to get looked at in the next patch. There's no way they'll let every match get decided by what offering gets brought.
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Because most of them would rather burn BP offerings. And Survivors could easily adapt by spreading out after they spawn in.
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Uh-huh. I'm sure that'll be the case. 😉
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I'm sure you only play against comp SWFs every match.
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No, but every match has the POTENTIAL to be a comp SWF, so you need to plan accordingly if you don't want to get 4e'd and bagged at the gates.
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It doesn’t take playing against a comp SWF for one survivor to bring the stupid offering
-1 -
I know you mean well by your statements but hearing someone excitedly tell me about the first new basekit killer buffs we've gotten in years (when survivor gets them every year) and the changes are just the survivor spawning closer together and a hostage-prevention feature is just funny to me
Like yes, it is great that survivors will spawn closer together. Not complaining about that. But it is the only basekit buff killer has gotten in years, meanwhile survivor gets like 2 basekit abilities every year and they're all better than that spawn change by like 1000x. And many people want us to be happy with it-1 -
Your boosted MMR will be fixed on Tuesday dont worrie about it
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you are getting essentially basekit corrupt next patch with the spawns survivor update, having everyone spawn together unless an offering counters that. which killers can hard counter with zero way to go around it
yes, you COULD pop that gen in time, but in that time, you basically got the same value, if not more then you would've had otherwise.
if you really think you need this then i suggest not playing dbd, because its not supposed to be a serious comp game where every match is just ds/otr/unbr/adren and nurse/blight/kaneki 4 gen slowdown.
you arent missing anything from not needing this basekit buff, noir is it really required, maybe for the very weaker killers, otherwise no. you are asking for the survivor equvelant of basekit unbreakable.3 -
Killers keep getting plenty. Not everything is just added to the killer side, a lot of it is being nerfed on survivor side, which, by the way, haven't been getting any basekit buffs since 6.1. The same patch that gave longer gens, shorter on-hit cooldowns, faster action speed and shorter on-hit sprint.
We've since also had hook respawns, nerfed medkits, and changes to map offerings.
meanwhile survivor gets like 2 basekit abilities every year
What basekit abilities have they gotten since 6.1?
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MMR is a fake number because matchmaking is so loose.
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That is the last patch 6.1.0 where the killer role have gotten buffed universally and that was nearly 3 years ago now.
Survivors on the other hand have gotten the base-kit BT in the same patch by the way 6.1.0, the hook timer increased to 70 was 60 in the same patch again 6.1.0, the anti-camp in patch 7.3.0, and the 8 kick limit to gens in patch 7.5.0.
So to answer your question those changes are what they are on about.
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-1
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But the killers aren’t tho survivors still can get on the gens instantly if they are lucky enough to get a good spawn. Just in the future they have to split up at the start, with this mechanic it makes it so it’s nearly impossible for survivors to get on a gen instantly after spawning in.
And how is this not a competitive game when the devs added Skill Base Match Making SBMM to the game to make it more competitive, if they didn’t want that then they would have it so any killer player can play against any survivor regardless of their skill or experience.
-1 -
Oh, yeah, I stand corrected. They did get +10 seconds on hook timers, anti-facecamp, and anti-8-gen.
Two of which don't come into play pretty much ever, sadly.
But the mention of anti-8-gen also reminds me that killers got improved regression and anti-gen tap.
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Yes, let's pretend almost every single map rework wasn't a massive buff to Killers. There are still problematic maps that haven't been reworked, but almost single one that has was definitely done with the intention of making games easier for Killer.
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wow youre so right… we made eyrie slightly less horrible (still a terrible map) changed garden of joy (did nothing) changed auto haven (made it worse for killer) and reworked one of the most infamously unbalanced maps in gaming ever… haddonfield. what an amazing buff for killer.
many "buffs" people point out are not buffs, just BHVR fixing their mistakes-2 -
anti-facecamp, hook grab removal, gen limit.
more are to come, can't waitdidn't you want basekit decisive strike too btw?
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SBMM only exists so its not just random chance or luck, doesnt really make sense to have veterans or sweats be matched against new players, there is no justification to do so
the game isnt going to be casual if you removed it and then suddenly have new players be stomped alot more.-1 -
To quote a certain forum user...
many "buffs" people point out are not buffs, just BHVR fixing their mistakes
-2 -
tweaking maps that are some of the worst to ever grace any video game ever is fixing them. not buffing one side.
giving one side in particular basekit mechanics after basekit mechanics is buffing that side.although I don't even know why anyone argues with you anymore, all you do is dance around the points people make and you seem to think that the 2.5% extra attack speed and pallet kick magically granted killers the ability 12 hook every game. you never state how many hours you have either lol. decisive strike basekit now!
also, just a funny thought, but I really do wonder what players like you think while getting steamrolled by a 4 man swf bringing the best stuff they can. from what I can understand, you just sit there with a smile on your face and go "well this is perfectly fair actually because these teams are only the .00000000001% of the game so I should just take it up the ass and be happy"1 -
tweaking maps that are some of the worst to ever grace any video game ever is fixing them. not buffing one side.
Yes, I know, if it buffs the killer, it's a 'fix', but if it buffs the survivors, it's a 'buff'.
giving one side in particular basekit mechanics after basekit mechanics is buffing that side.
Except the changes survivors got have mostly been aimed at patching up what can be argued to be exploits in the intended gameplay loop, like killers being able to stall a 3-gen for so damn long that the server closes the match because it thinks survivors are holding the killer hostage.
although I don't even know why anyone argues with you anymore, all you do is dance around the points people make and you seem to think that the 2.5% extra attack speed and pallet kick magically granted killers the ability 12 hook every game. you never state how many hours you have either lol. decisive strike basekit now!
Ah, but it didn't need to grant them that ability, they already had it. They just made it easier.
And it wasn't 2.5% faster actions, it was 10%. The 2.5% is the basekit regression on gen kick that was added, which was increased to 5% some time later.
But the thing is, these changes, along with the +10 seconds of gen time, are things that affect every single match no matter how you play it. You will always benefit from these.
The survivor 'buffs' are targeting specific playstyles that have been a problem for a very long time. But if you, as killer, don't employ those specific playstyles, chances are you wouldn't even notice the changes. I certainly never ran afoul of them. And for some of them, you have to actively try to get them to trigger, like the anti-facecamp.
The changes for survivors are aimed at gameplay. The changes for killer are aimed at balance. Killers get stronger, survivors get slightly improved odds of fun matches.
also, just a funny thought, but I really do wonder what players like you think while getting steamrolled by a 4 man swf bringing the best stuff they can. from what I can understand, you just sit there with a smile on your face and go "well this is perfectly fair actually because these teams are only the .00000000001% of the game so I should just take it up the ass and be happy"
I at least have the decency to recognise that I'm not god's gift to the killer playerbase. I can recognise when I'm up against survivors that are above my skill level. Doesn't mean I'm happy about it, but I'm also not going to demand that the game's balance be butchered so that a 'meh' tier killer player gets to play ball with Team Eternal.
And I've never denied that killer gameplay has problems and I've made suggestions for improvements in the past, but as long as camping, tunnelling and slugging remain as oppressive as they are, they're significantly harder to implement.
Plus, what do most forum killers care about that, anyway? They'd much rather rage about losing a match (Sometimes not even losing, but just having a tough time getting the win) and then demand the game be made easier. What's BHVR supposed to do with that when they already unfairly advantage the killer?
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Before the perk overhaul some years ago, it was kinda agreed on that Corrupt Intervention and Borrowed Time should be both basekit, since they both fix gameplay flaws on both sides and allow for more healthy games. Then BT became basekit and Corrupt got nerfed in the same patch because logic I guess.
The devs have also talked about an early game collapse of sorts some time ago, since the early game is really rough on killers as they start with no pressure. However, they seem to have forgotten about that idea. It is just like some other people said, survivors are the only ones allowed to have meta perks as basekit.
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Except they haven't forgotten, they're giving the killer's early game a boost by forcing survivors to spawn clustered so they can't split up as quickly and easily.
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Could you imagine nurse/blight/spirit/huntress/oni/wesker/plague/etc. only having to patrol 4 gens for 2 minutes, while also snowballing hooks? Corrupt has always been designed for setup killers. The reason it got nerfed was because it was completely broken on the killers that don't require setup. Even AFTER its nerf, it's still used on anyone going for kill streaks. People need to understand that most games are won/lost in the first 60 seconds of a match based on killer performance/survivor gen progress. If the survivors cannot progress multiple gens in that first 60 seconds right away, they will probably lose.
-1 -
I'm sorry, but if people are losing to a Huntress in the first 2 minutes in 2025 they deserve to lose. Also, Oni and Plague are killers that escalate at the mid/late game as they require some setup, so they wouldn't snowball either. Mind you that even Nurse and Blight are not that oppressive when having to patrol only 4 gens, otherwise they would have 100% win rate since no survivor would be able to pass the last 2 gens threshold. As it stands, the game basically always start at 3 gens left, since the survivors have to be REALLY incompetent to not do two gens before the first chase, Corrupt normalizes this so you actually play with 5 gens every game.
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You do realize the game is designed that the killer shouldn't win with 5 gens remaining right? If the chase target from the devs is 45 seconds per chase, two chases would be 90 seconds aka 1 gen complete. That means, if one person stays on a gen for the first two chases of the game, one gen should be complete at least.
Also I never said that huntress would finish a game in 2 minutes, but I know why you'd intentionally misinterpret my message as such. Good huntress players know how to slug. She now only has to patrol her slug for about 2/3 of the map's size because corrupt is covering bases. So now here's the situation: the survivors do the gens nearby where huntress is because those are the non corrupt gens, they wait 2 minutes for the gens to unblock to then force a 3 gen by where the huntress is, or try to pick up the slug, who is now 2 minutes off their bleed timer, while huntress is getting free hits with a hatchet. It's not that hard to understand what a simple game plan would be.
I'm tired of having to explain basic survivor action economy to every killer player, but alas here I go again:
At the beginning of the match, 1 survivor is in chase, 3 are on gens. That is the strongest the survivors will ever be. The map resources have not been used, nobody has any hooks, everyone is healthy (barring no mither). Once that first survivor is hooked, the survivors progress the game at 1/3 the speed. This is because there is 1 person on hook, 1 person going for the save, and 1 other person who is now being chased. That leaves AT MOST 1 survivor doing gens. The game frequently cycles this state if the killer is competent. Since the target time the devs have chosen for a chase is 45 seconds, it takes roughly 45 seconds for a survivor to rotate to a hook, to spend 16 seconds healing, and then the remainder of that time to find a new gen and work on it. This means it will take an entire ~6 minutes for the lone gen survivor to finish the other 3 gens (gen time + movement around the map), IF 3 gens manage to complete that first chase. THIS IS NOT FACTORING IN GEN REGRESSION OR SLOWDOWN.
Did it ever occur to you that unless you are playing 4 slowdown blight/nurse/etc. that there will be at least one gen that gets complete if both sides are competent at their roles? If kill rates are hovering around 60% and there are 12 possible hooks, that means 7.2 hooks are occurring. Since you can't have .2 of a hook, we round up to 8 hooks. That means either everyone is on death hook but are still alive, or 1-2 people are sacrificed. I'm constantly told that killers can't multihook because it takes too much time. How is it then that an average of 8 hooks are happening every game? Would that mean that there's 8 * 45 seconds = 6 minutes between the first and last hook? Oh would you look at that - it's the same time it takes for one survivor to do 3 gens by themselves.
Like I said before, most games are won and lost in the first 60 seconds. This is proof that this is the case.
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and by "above your skill level" do you mean a game that is impossible to win by playing "normally"? because even if you literally were gods gift to the killer playerbase, sometimes you go against a team that is so efficient that winning without tunneling and camping is borderline impossible.
that's not survivors being above your skill level, that's the game being unbalanced.and no, getting these games is not like winning the lottery. it is not a 1% chance to get an efficient swf lol.
your whole point relies on the idea that "most survivors are bad, so you can afford to play bad too"-2 -
And what would you know about that? Unless you do believe you are god's gift to the killer community, how would you know what is 'unbeatable'?
Yeah, the game is unbalanced. BHVR said so. By design.
It's why killers win more than they lose.
It's why even high MMR swiffers can't break a 50% escape rate.
It's why there's killer winstreaks that go deep into triple digits, some even quadruple digits!
But all of that is evidently fine. You can have a 90% KR, you can win 99-99.9% of your matches, none of that is problematic.
But if -ever- there is even a single game where the survivor team has the audacity of beating a killer? THAT is unfair.
The killer winning literally everything else, that's fine. The killer winning literally everything when going all out, that's fine. 100% winrate is A-OK!
But the survivors winning a singular match?
Clearly OP.
Let me ask you: Should the best killer in the world have a 100% winrate?
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Most killer mains will unironically say yes, they should have a 100% win rate.
I don't know where in the development of this game we got to this point, but somehow killer is now seen as the "underdog" or "hero" role, despite being able to sacrifice at least 2 survivors per match by nature of the game facilitating that, which has led to unfair perks, map nerfs, good tile reductions, and much more to let the "underdogs" feel like they have a fighting chance (even though they always did within the past 5 years).
Another thing with killer mains is them calling dbd an "asymmetrical game with RNG elements" seems to only apply to survivors and not to killers. Killers want perks/addons/abilities/etc. that completely eliminate the asymmetrical elements of this game. Take a look at blight for example: He is able to win at almost every pallet if he has his power up. He is able to traverse the entire map in one ability usage, and the rush is off cooldown within seconds of him using it. With all these RNG nullification elements in the game, most people think that their skill alone should carry them to high win streaks. It's this mentality of "high skill ceiling" killers that allows killer mains to think they SHOULD be able to have a 100% win rate, which anyone with any sort of intellectual honesty knows that if a certain side can win 100% of the time, it's not a game anymore and people will leave in droves.
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More dancing around the point.
"Erm, define unbeatable" lol.
You can have that many wins by playing S tier killers against a community that consists of mostly potatoes.
Also, there are SWF groups that do extremely high win streaks as well, winning game after game. That's not something exclusive to killer.
Even if there was a best player to ever grace this game, they would not be able to win against strong SWF by spreading hooks. Unless they are playing a A+ tier killer. It is not possible. That strategy requires survivors to go down and 20 seconds. And good teams do not go down in 20 seconds. It is not a difficult concept to understand.
The best killer in the world shouldn't have a 100% win rate, because even the best players make mistakes. However if we replaced "best killer" with "a robot that makes absolutely zero mistakes" then that robot should have a 100% win rate. Except they won't because you can make no mistakes as killer but as long as you continue to play "nice" you will still lose.
But you are seriously so good at twisting words. I say that some teams are impossible to beat without tunneling and you go "What's wrong with survivors winning a single match". It's so funny, anyone who doesn't know that you chronically do this must go insane trying to talk to you on the forums-1 -
"Erm, define unbeatable" lol.
Did I ask you to define unbeatable, or did I call your judgement of what is unbeatable into question?
If you do not possess the optimal game-sense and insight, how are you going to look at ANY match and go 'yeah, there's nothing the killer could've done to win this' and have ANY faith in that assessment?
You are not competent enough to make that call.
You can have that many wins by playing S tier killers against a community that consists of mostly potatoes.
Except this win streak went on for far too damn long to be chalked up to matchmaking blunders. If survivors are so damn unbeatable, why did it take almost 2000 matches before this killer got beaten once?
Also, there are SWF groups that do extremely high win streaks as well, winning game after game. That's not something exclusive to killer.
Yeah, except they're not even close to the same scale. These super-powered mega-swiffers with their colossal winstreaks are about on par with… I wanted to say Clown, but I just checked, and Clown's longest winstreak is way higher…
Even if there was a best player to ever grace this game, they would not be able to win against strong SWF by spreading hooks. Unless they are playing a A+ tier killer. It is not possible. That strategy requires survivors to go down and 20 seconds. And good teams do not go down in 20 seconds. It is not a difficult concept to understand.
Unfortunately, the concept is both completely fabricated and irrelevant to general gameplay.
The best killer in the world shouldn't have a 100% win rate, because even the best players make mistakes. However if we replaced "best killer" with "a robot that makes absolutely zero mistakes" then that robot should have a 100% win rate.
And this is where you trip up.
No, it shouldn't have a 100% winrate, because that would be unfair to the other side. If the other side plays flawless too, why would they get a 0% winrate?
To expect a 100% winrate in any circumstance is to abandon the ideal of balance entirely. And that's what the problem is that you're having: You have a severe bias in favour of the killer side.
It's why you don't bat an eye at a winstreak of nearly 2K but throw a tizzy about a winstreak of a little over 200. If it even reaches that.
But you are seriously so good at twisting words. I say that some teams are impossible to beat without tunneling and you go "What's wrong with survivors winning a single match". It's so funny, anyone who doesn't know that you chronically do this must go insane trying to talk to you on the forums
I have zero faith in your capacity to understand which teams are 'impossible to beat'. Your personal inability to see any room for improvement on the killer's performance is not evidence.
I'm not twisting any words, I'm just letting you run until you trip yourself up. Everything I'm saying is stuff that follows from your words, you just don't like it when it's laid out.
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I mean you could cut all the philosophical crap and just say that you believe killer can out-skill themselves out of any situation which is simply not true
And again, at no point did I say that survivor shouldn't have a 100% win rate if they play flawless too. There you go again feeding words directly into my mouth. Any side who plays flawless in any game should win. But I don't know why you even brought this up if you think no one is good enough to make that call.
A player who can identify when a game is unwinnable probably possesses more knowledge than the person living in la-la-land who acts like some sort of game-balance intellectual, and brings up very profound questions such as "what if every game is winnable" or "maybe none of us really possess enough skill to know when a game IS unwinnable…" every time I see someone try to dismantle the things you say (which isn't hard, because the core game mechanics and experience of thousands of players goes against what you are saying) you just bring out some pseudo-intellectual view of the grand-scheme of things to confuse them, and also because it's pretty hard to dispute the simple logic that playing nice requires 20 second chases, and any competent team does not go down in 20 seconds.-1 -
I mean you could cut all the philosophical crap and just say that you believe killer can out-skill themselves out of any situation which is simply not true
I never said 'any situation'. If you're 20-odd mistakes deep into a match, chances are, you can't claw your way back out of it. But this idea that any match is unwinnable from the get-go is one that I don't subscribe to.
And again, at no point did I say that survivor shouldn't have a 100% win rate if they play flawless too.
And this is what I mean. It's a lot of talk, but not a lot of thinking about what you're actually saying.
It's like saying there's a weapon that can pierce any shield, and a shield that can block any weapon. They can't both be true. One of the two must be false.
Similarly, how do you envision both killer and survivors having a 100% winrate? What happens if these flawless killers and flawless survivors play matches against one another? Does their flawlessness glitch out the game's code until everyone walks away with a win?
A player who can identify when a game is unwinnable probably possesses more knowledge than the person living in la-la-land who acts like some sort of game-balance intellectual
Is that the case, or is this just you being hopeful that the game is indeed unwinnable, so you can feel vindicated in asserting that 'it's not my fault, it's the game's fault!' when you lose?
because the core game mechanics and experience of thousands of players goes against what you are saying
'Thousands of players', and it's like 7 of you on the forums constantly reinforcing one another's defeatist attitudes and encouraging each other to, whatever you do, not get better at the game and instead just insist the game needs to be changed to accommodate your lethargy better.
and also because it's pretty hard to dispute the simple logic that playing nice requires 20 second chases
Yeah, it's pretty hard to refute, because it's asserted without any kind of evidence. But hey, anything to avoid having to acknowledge that you may have things to learn as a killer player and there may be matches where your quality of gameplay results in you not deserving a win.
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Do you think tunneling and or camping is necessary in some games?
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Depends on how you define it.
To win? Probably! I mean, if you're a low MMR killer going up against a high MMR swiffer, you're probably not going to win without tunnelling or camping.
But the question is whether this necessity exists in matches between evenly skilled players.
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so a highly skilled dredge bringing the best perks/addons they can is able to beat a highly skilled swf bringing the best things they can without tunneling or camping ?
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This aged well
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It did, because it went over heads
Post edited by MechWarrior3 on0
