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DBD needs a total game mechanic overhaul to prevent tunneling and 4 gen defense perks

  • Main mechanics

remove scratch marks;

Chest are opened 50% faster;

Survivors can only be hooked twice;

After 8 Hooks the killer can kill survivors on the ground;

Changes for killer:

  • Whispers basekit with the sound whispers and a vignette style overlay;
  • Blood form injured survivors are highlighted in bright red;
  • if the killer passes 30 seconds without a chase a random survivor which is the least hooked gets their aura revealed for 10 seconds (survivors cant know when it hasppens);
  • Gens being repaired near 16 meters from the killer receive 10% slower progression and basekit unnerving presence (Doesnt apply to gens near hooked survivors);
  • At the first time a survivor is hooked gen progression from every gen is slowed by 10% for 20 seconds, the second time its 5% for 10 seconds.

Changes for survivors:

  • A survivor cannot progress hook stages passively while hooked, it needs the killer to wait for the surv to be rescued and then hook again;
  • Medkits can only be used to heal others;
  • Survivors that get of hook become healthy + speed bost and endurance (for insta downs).

Rework perks based on changes, remove gen defence perks, nerf healing perks.

Comments

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 2,970

    Gen kick and 3 gen metas are literally proof that even when given game-breaking levels of slowdown, killers will camp and tunnel harder.

    We're more than 3 years into this "just buff killers and people will stop tunneling" experiment. It doesn't work: the carrot doesn't work here.

  • Reinami
    Reinami Member Posts: 6,637
    edited July 2025

    Because SWFs are just as powerful if not more powerful than they have been in a while.

    What needs to be done is to buff killers as a whole because therea re like 4 viable ones (but it needs to be done in a way that isn't just numbers tweaks, it needs a systemic change that doesn't hurt low level survivor players), and also at a systemic level fix tunneling and camping so they fundamentally are not possible.

  • SpringMyTrap
    SpringMyTrap Member Posts: 752

    "DBD needs a total game mechanic overhaul to prevent tunneling and 4 gen defense perks"

    oh what a good start, maybe that's another person recognizing the outdated 3x4 hook design and how overpowered survivors are in 4v1, how devs band aid the broken design by streamlining killer's ability to play it efficiently without offering viable alternatives and how quickly their chances of surviving fade with each of them dying and how that dynamic should generally change

    looks inside

    nevermind

  • SpringMyTrap
    SpringMyTrap Member Posts: 752

    you dont solve this by blanket buffing killers.

    you solve this by either acknowledging that "unhealthy" strategies still need to be viable and that the way you address them is by giving survivors more ways of coordination or acknowledging that the only killers you want to be viable are 1v1 chasers with meta forever remaining to be billy, blight and nurse.

    you wont ever solve this issue by continuously patching out strategic gameplay and thus indirectly and disproportionately nerfing every killer whose power doesnt allow to bruteforce the game by winning every chase, while giving blanket buffs like stronger slowdown perks (that work when you win those chases) or nerfing survivor gen speeds / ability to hold chase.

    you will only create a bigger gap between already disproportionately powerful killers because every buff to chasepower you could give to killers that dont fit in the aforementioned stereotype will be twice as good on killers that do.

  • Reinami
    Reinami Member Posts: 6,637
    edited July 2025

    I'm not saying blanket buff killers, i expicitly said not to do that. The problem should not be fixed via bandaid fixes and perks and done in a way that doesn't harm low skill survivors.

    For an example i like to give. Lets look at killer shack. In the hands of a high skill survivor, who does things like "shift tech" to prevent a chase from starting, and using check spots that they can use due to the holes in the shack walls that let them see where the killer is. Killer shack becomes one of the most powerful structures in the game for these survivors, and can actually be a literal infinite if they play it perfectly against certain killers.

    Imagine they nerfed shack. They removed the holes in the walls, so that they can't see through it, they nerfed "Shift tech" by making it not possible, and maybe added some short LoS blockers that make the check spots a bit weaker.

    What would this do to the highest level play? Well it would significantly nerf the shack and make it less strong for those high skill survivors.

    What about in low level "bad" survivor players? It wouldn't do anything, because those players aren't using check spots, and they aren't using shift tech. Those survivors don't even realize that "Tiles" are a thing, and are just running around. You aren't going to hurt those players by doing that, because they are just predropping the shack pallet anyway.

    This is just an example, and not something that i think needs to be done at every loop or anything. I'm just illustrating that there are these types of changes you can do, where you are "nerfing" survivors, but not acutally hurting the low skill survivors.

    In the meantime, you do things like, make tunneling and camping impossible (not just nerfed, but just flat out impossible) and in doing so you'll actually BUFF those low skill survivors, who fall apart when facing these strategies.

    So you will simultaneously be nerfing high skill survivors, while buffing low skill survivors.

  • SpringMyTrap
    SpringMyTrap Member Posts: 752
    edited July 2025

    oh, okay, i see your point.

    you're basically suggesting to nerf survivors / buff killers in a way that reduces survivor skill ceiling / increases killer skill ceiling while ideally reducing skill floor for the survivors and increasing the skill floor for killers.

    that's exactly what needs to be done.

    killer needs to be a much bigger threat not because the game requires too much situational knowledge and one-sided performance you need to output as the survivor, but because the killer himself is a large threat.

    as for "making tunnelling/camping impossible", i think it would require a fundamental rework for the hook system or massive double edged systems alongside general buffs to strategies like hit&run.

  • genipreys
    genipreys Member Posts: 15

    Devs bandaid the entirity of the game because the game in the first place was created without looping as of today in mind, the game needs to rework the main mechanics in order to adequate to modern times. Every gen regression perk is an band ai fix to the gameplay loop, as it balances itself removing a perkslot for it, without gen defense perks the killer gameplay is impossible, besides using killers that remove every survivor resource designed to counter killers for a moment (nurse)

  • Abbzy
    Abbzy Member Posts: 2,400

    People keep forgeting that most op stuf for survivor has been adjusted but still more basekit antichanges give swf much more room.

  • Abbzy
    Abbzy Member Posts: 2,400

    Even if you play 4 meta slowdown perks most games against solid survivors will still look 1 hook at 2-3 gens done and this is effected by skill level both killer and survivor, map, perks, loop tiles spawn rng etc. Killers like trapper, mayers can be are very bad without slowdown even nemesis can be slowed drasticaly when you dont give him tier 2 and just play safe plus your team sill do gens or oni. Four slowdowns are strong but they arent guarantee for win as four second chance perk plus some exhaustion ( dead hard,ds,unbreakable,hope).

  • SpringMyTrap
    SpringMyTrap Member Posts: 752

    yeah, cool, but then youll have slowdowns stalling the last 2-3 gens for long enough for you to either win or tie if you dont lose your chases.

    assuming, of course, we're talking about killers the game is being balanced around.

  • Abbzy
    Abbzy Member Posts: 2,400

    It all comes on which state is the game if the last three gens are in safe area or in area wheres nothing much to loop around, how long your cahses are and coordination of last survivors, how many they are alive thats huge impact on the end game and killer ofcourse with wraith you will have harder time than with dracula. But on avarage when your slowdown kicks int then it buys you lot of time to do something, many people claim thers normaly left many good paletts around last two gens but that isnt always true if survivors play smart and waste killers time as much as they can without interrupting their teammates that are spilt on the gens then you wont have many chases that would waste enought protection to make later state of the trial easier for killer and theres huge difference who you play like bubby is palett eating simulator and killer like pyramidhead can ignore some paletts.