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Healthy changes, thank you.

A lot of people don't like change, but these are really healthy changes. Please don't let killer and especially streamer bias stop these changes from going through.

Most people don't seem to understand that if a survivor dies early at 3, 4, or especially 5 gens, the game is over. Now, there actually will be a chance for the remaining players to still experience a full, fair match and possibly win.

We will also have a pleasant side effect of normalizing killer and survivor queue time.

This will indeed help with new player retention, please keep these changes!!!

We'll get through the weeds of rebalancing killers, perks, what have you after these quality-of-life changes are made for survivors!

Also, not crazy about the changes to Myers. I would have left him the way he is.

Comments

  • CrossTheSholf
    CrossTheSholf Member Posts: 867

    The numbers will decide this

  • HexPectoPatronum
    HexPectoPatronum Member Posts: 38

    And what about "fair matches" for killers? When I play the nice guy, I get gen rushed and teabagged at the exit gate. Instead of punishing tunneling and slugging, the devs should rather address the causes. Often, you have no other option. Gen speed, unbalanced maps, SWFs etc. often force you to tunnel, camp or slug. And there are now more countermeasures than ever before. When the killer tunnels and camps, do gens and tank hits (but don't tank yourself to death) or use anti-tunnel and anti-camp perks. When the killer slugs, use Unbreakable etc. or be smarter and prevent it.

  • Zakon05
    Zakon05 Member Posts: 426

    The cause of tunneling and slugging is that it's currently the most efficient way to win as killer and people want to win.

    That's it.

    If you think killers would suddenly all play super nice if the survivors got nerfs to the areas you're suggesting, and wouldn't just continue to play exactly the same way except it would be even easier for them now, you're kidding yourself. The game shouldn't be balanced around how nice the killer player is feeling.

    They have a good idea in making tunneling less efficient while giving the killer bonuses for not tunneling. That's how you get killers to stop tunneling, make it less of the obviously correct play.

    Furthermore, you can't nerf SWF. Punishing people for playing with their friends is the most asinine suggestion that I can't believe continues to have traction in this community.

  • wechselkind
    wechselkind Member Posts: 10

    I don't think you are recognizing how these changes are inherently going to ruin the game for killer player. For context, I play mostly survivor and I'm an Orela so I get tunneled out of games often. I still don't think these changes are smart in the slightest, especially considering how these effect any strategy the killer might have.

    Firstly, what if the killer is going against a 3 man SWF and 1 solo queue? I promise you, as soon as that solo queue is hooked the SWF will let them die to get the benefits from an early kill and benefit from sacrificing a player to get an easy win. Lots of SWFs in this game so this is definitely going to occur often.

    Secondly, why are killers being punished for going after the weak link on the team? Is it not smart to go after the guy that can't loop at all and never looks behind him, instead of the guy that has 1.5k hours and is an incredible looper? If the killer hooks the weak survivor, these changes essentially want the killer to then ignore that survivor regardless of any mistakes they might make and instead go for the stronger survivor and likely lose the game. If a survivor is making lots of big mistakes, why is the killer not able to capitalize off of it? Sure it's annoying that your teammates are making dumb moves, but survivors are able to capitalize off of killers mistakes so why not vice versa?

    Third, what happens when 2 survivors are incredibly good or very sneaky / good at LOS plays? If you can only find the same two survivors and they are easy to catch and kill, even going back and forth you are getting a kill before the 6 hooks stated and granting huge buffs to the other survivors. Even playing fair and going after 50% of the lobby the killer will be penalized. If 2 survivors are making obvious mistakes and are the weak links on the team, why is the killer then not able to take advantage of that fake? Good survivors take advantage of weak killers, so why can good killers not take advantage of weak survivors?

    It doesn't seem like the devs, or really anyone in agreement with these changes, is taking into account how this affects killer game play. What strategies do you suppose killers will be able to use to now try and win? They can't leave 1 person slugged to chase someone nearby since they are giving base kit unbreakable, they can't target the weak link of the team or else they are giving survivors buffs, they can't go after the same 2 people since they now aren't allowed to hook the same person 2 times in a row and even then the 5th hook would be a kill which is before the 6 hook states the game wants so the killer still gets penalized. With these changes, in order to win a match the killer needs to play perfectly and ignore any mistakes that the survivors make while also remembering hook states for each survivor and getting 6 hooks before getting a kill.

    I do think that tunneling, slugging, and camping are things that can be tactfully handled and should be to make the game fun for the survivors, however I do not think these changes are very well thought out and they will hurt the game more than they will improve the experience for the players.

  • Zakon05
    Zakon05 Member Posts: 426

    I only said the developers had the right idea. The execution needs work.

    That being said, I don't think they're too far off the mark. And I am a majority killer player.

    dbdstats.png

    (It's kinda wild my hours played is over 2x this, meaning I've spent half my play time either spending blood points or searching for matches)

    Now if you're asking me how I feel about the changes, this is what I would want to change:

    -Remove survivor basekit Tenacity. The auto-recovery only kicks in when survivors are not moving.

    -If a survivor has been left on the ground long enough to get free Unbreakable, the killer gets a new status effect which makes them immune to stuns and flashlight blinds while carrying that survivor. This is to ensure the system is only used to punish excessive slugging and is not abused.

    -Survivors getting the gen repair boost only activates if a survivor is killed at 3-5 generators, not if a survivor dies at less than 6 hooks. Remove the part where killers can no longer commit regression actions.

    -Killers keep the basekit BBQ even after all 5 gens are done, for if they actually want to continue chasing and hooking survivors at that point in the game.

  • Neaxolotl
    Neaxolotl Member Posts: 1,787

    It's "healthy" for sure, I can't wait for them to notice how ridiculous those changes are and increase EVERY basekit killer speed by 0.2m/s

    It's gonna be funny

  • Adrien
    Adrien Member Posts: 144

    I like most of these changes except the penalty for killing a survivor before 6 hook stages.

    I don't think killing a survivor at 5 hook stages should be consider unhealthy for the game. I would reduce the number to "sacrificed before 5 hook staages = penalty".

    I'm also worried that it gonna incentivize solo Q players to do "gens before friends" strat, aka letting a survivor die on hook to benefit from repair speed bonus or gen regression/block removal.