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Kill Switch update: We have temporarily Kill Switched the Forgotten Ruins Map due to an issue that causes players to become stuck in place. The Map will remain out of rotation until this is resolved.

http://dbd.game/killswitch

(Please read this devs) my early thoughts on PTB 9.2.0

Slugging reduction: for the most part, I think this is fine. I do feel like if 90 seconds isn’t enough you can maybe bump that up to like 120 seconds. But overall, if you are really going to slug a survivor to go after another person real quick that’s nearby. That’s probably gonna take like 40 to 50 seconds. I do feel like killers like twins or singularity this could definitely be a bit of a problem for them so maybe bumping up the anti-slug to 120 seconds would probably be the safest option.

Tunneling reduction: honestly after reading through the early PTB notes several times over and I think most of the changes are good. There’s just a few problems I can see with this.

  1. First I want to talk about Gen regression and blocking being removed once you tunnel some one out I think it’s overkill keep in mind that survivors will also get a repair speed bonus when this happens. so no slow down on top of a repair speed boost would naturally mean that for pressure we would have to slug but we can’t do that anymore so this just leaves the killer in a situation where they can’t do anything. I’m not gonna lie the best solution for this is just to that downside entirely, but just keep the repair speed bonus so that the killer isn’t in a situation where there is nothing that they can do.
  2. Second the section will be a much longer, but I want to talk about the effects that you get for a unique hook the percentage increase of kicking a generator and the base kit BBQ are good effects there’s no doubt about that but I’m more curious about the haste effect. I’m bringing this up in particular because this is going to hit killers very differently, depending on which one it is. Let’s say the haste is like 5% on killers hillbilly, blight, ghoul, and literally any killer that has a teleport ability this is going to be strong on them however, there is the minority of killers that aren’t going to really benefit from this more specifically the more passive/setup killers like Trapper, Hag, Skull Merchant, and Ōnryo. These killers in particular aren’t going to really care about a 5% speed boost, like at all because more likely than not as soon as they get a hook, they’re most likely just going to keep what they were already doing Whether it be keeping up their web of traps or keeping up pressure with condemn in Ōnryo’s case. Giving a haste bonus like this does not benefit these killers in the slightest and because of this, it’s not like they’re gonna make great use of the percentage increase to breaking a generator either because their doesn’t prioritize that sort of thing so it’ll most likely just end up going to waste on killers like these. But yeah, in short, this speed boost and the gen damage increase, even if it’s getting Nerf for the stronger more Chase incentive killers, in the end it’s gonna benefit them a lot more than it is going to benefit the much more passive set-up killers.
  3. Third is the massive delay for the unhook notification I’m not gonna say that it should be removed, but I don’t think it should be the way it is. Reducing the delay to 5 or 4 seconds would still give the survivors plenty of time to go somewhere and reset while also not leaving the killer completely in the dark on information.
  4. fourth is mainly about how this is going to affects newer players and that is the fact that after this all goes through the killer is going to be under a lot info after they hook their first survivor having a way for new players to understand the information overload that newer killers will be under would help make the game a lot more friendly to those newer players.

I think that’s kind of all. I wanted to say about the tunneling reduction specifically so that let’s get to the last thing I want to talk about.

The Myers Rework: OK I don’t know if this is a controversial opinion but I honestly like the Myers rework but I genuinely do think that I think could be tweaked a bit.

  1. Stalker mode I feel like the range should definitely be increased because the thing is Myers even with the undetectable is very noticeable dude how tall he is and how loud his breathing is making stealthy plays like this very difficult.
  2. Remove Myers ability to break pallets with the slaughtering strike would not only make his gameplay feel a lot less brain dead but also, I just don’t think it’s in character for Myers to destroy a pallet with his knife unless the knife is made of like tungsten or something.

But yeah, I think that’s kind of everything. I wanted to talk about sorry if this felt like I was just kind of vomiting words, but that’s just because I’m worried for this update because this has potential to be a really good update for DBD at the same time could easily kill the game if not handled properly. But I guess we’ll see how all this plays out during the PTB on Tuesday, see ya ✌️

Comments

  • TheGoon224
    TheGoon224 Member Posts: 389
  • tyantlmumagjiaonuha
    tyantlmumagjiaonuha Member Posts: 757

    Honestly, with so many actions that incur penalties, I think new players trying out the Killer role will get overwhelmed and quit before they even understand what's happening. Even after eight years of playing, I can picture myself facing a Morel army of identical skins mid-match, getting crushed by the system: "Hey! You knocked down the same survivor twice in a row! Hooking them consecutively incurs penalties, and leaving them be means they'll get up. Which will it be?"

  • tyantlmumagjiaonuha
    tyantlmumagjiaonuha Member Posts: 757

    I don't think we can create opportunities for new players or returning players to learn complex mechanics beyond tutorials that reward BP upon completion and creating sections for each feature like tunnels or crawling. When we buffed Sabotage with that mysterious logic, we should have just made a proper tutorial.

  • cogsturning
    cogsturning Member Posts: 2,143

    90s is already super long. That's a whole gen worth of time. Raising it any higher makes it pretty much useless.

    There's also nothing that stops you from slugging. You can still slug for slowdown. They can just get up, eventually.

    I actually think having basekit buffs would be beneficial to new killers. When I played only killer, I didn't even know what tunneling and slugging were. It never occurred to me to do either, also because I didn't (and still dont) watch videos of other people playing. It wasn't until I started trying out survivor and got consistently left on the ground that I got introduced to these pleasant tactics.

    They need to update the tutorial to make things clearer though. The game is already difficult for new players. There's a zillion perks to understand. Survivors have to learn 40 different killers, which I guess is why I I started with killer—it was easier. I tried to get my partner to play surv with me but that lasted like 10 matches because there was too much to consider.

  • brewingtea
    brewingtea Member Posts: 702

    Yes, let's worry about baby killers to the exclusion of baby SURVIVORS when the queue times demonstrably prove which one needs more attention.

    On a newbie killer, you can basically just walk around, M1 people, and win. You're going against baby survs who don't even know what the TR is. You don't even need your power or perks until you've gotten several 4Ks in a row and your MMR starts to rise.

    It baffles me that people can look at 20+ minute queue times and think, "Not only is this fine, but if someone even SUGGESTS a solution… even if you leave the raw values blank so we have room to adjust… we'll push back harder than any patch in history."

    The devs have to worry about the game, guys. If you win too much, and everyone starts to bail, they're not just going to let the game die to preserve your winrate. Sorry.

  • TimberGoingDown
    TimberGoingDown Member Posts: 944

    The power of slugging is that it takes another survivor off of gens and running across the map to pick them up. This patch doesn't just nerf slugging, it makes it practically useless.

  • TheGoon224
    TheGoon224 Member Posts: 389

    honestly I feel like if it’s something like 5% it would be fine but if we’re talking something like 15 or 20% then we should start worrying lol

  • TimberGoingDown
    TimberGoingDown Member Posts: 944

    Meanwhile, the kick bonus is probably going to be at best 10% lol

  • TimberGoingDown
    TimberGoingDown Member Posts: 944
    edited September 1

    But the bonus is supposed to make up for the lost slowdown that you can't get from slugging or tunneling anymore, right? Or am I missing something?

    I mean… the dev notes literally say:

    DEV NOTE: It’s no secret that tunneling can be seen as an efficient way to play for Killers. While this can be true, it’s also true that the results of this can be frustrating for Survivors, leading to Trials ending too quickly for some, while leaving others to fend for themselves in a match that is now much more difficult.

    The intention here is for both roles to feel the benefits and incentives that come from spreading hook states. On the one end, Survivors have better opportunities to evade and reset after unhooks, while also limiting those tough situations where losing a Survivor too quickly causes things to go south quickly and snowball. On the other end, Killers are able to apply more map pressure to push back against efficient teams, covering ground post-hook and strengthening gen regression.

    I mean… 10% kick bonus isn't going to do diddly squat when it comes to "pushing back efficient teams." It would need to be at least 30% to even START making up the difference between a 4v1 and a 3v1 against survivors that aren't complete potatoes.

  • BbQz
    BbQz Member Posts: 414

    My precent guesses are

    12% haste for 90 seconds.

    20% repair boost

    20% gen regression with kick.

    Now I think your first point "removing regression penalty all together" it just makes this whole patch pointless this is the only thing that needs to stay. Everything else is pointless and gives no cause for the killer to pause and think "should I tunnel" if it's just a repair speed boost who cares? They just lost a player and only 2 people are working on gens so even if it was a high repair speed boost killers could still consistently nap the 3k.

  • TheGoon224
    TheGoon224 Member Posts: 389

    especially for the set up killers that are gonna be off doing side quests instead of using this sort of thing.

  • crogers271
    crogers271 Member Posts: 3,250

    Reducing the delay to 5 or 4 seconds would still give the survivors plenty of time to go somewhere and reset while also not leaving the killer completely in the dark on information.

    I expected the things people would say about the slug mechanic and generally agree with them, and I was expecting people to have issues with the anti-tunnel mechanic though I'd disagree, but when I saw the hiding unhooks my reaction was: 'obviously, why wasn't that done before?'

    Basically, why should the killer have this information? It's powerful, obviously, but it takes out a giant element of game sense just to say 'here be two survivors' or 'here were two survivors recently'.

    First I want to talk about Gen regression and blocking being removed once you tunnel some one out I think it’s overkill keep in mind that survivors will also get a repair speed bonus when this happens.

    I think they should just tie the penalties together and stagger them on when the first elimination occurs, but to trigger both a killer was probably hard tunneling. Sure maybe the killer hooks survivor A, then B, then C three times in a row, but it would be an unusual game for it to occur like that (and I'm not worried about survivor C suicide rushing the killer, losing a survivor is always going to be devastating).

    Giving a haste bonus like this does not benefit these killers in the slightest and because of this

    Yes, the haste benefit will have an unequal impact, but we're going a bit far saying 'no benefit'. What killer doesn't need to move away from the hook and the faster they do it, the better?

    But yeah, in short, this speed boost and the gen damage increase, even if it’s getting Nerf for the stronger more Chase incentive killers, in the end it’s gonna benefit them a lot more than it is going to benefit the much more passive set-up killers.

    So just reiterate before I go farther that the benefits being unequal will happen. I think that's inevitable, though I'm not expecting any massive change in the KRs.

    But I feel like a set up killer benefits more from the free information a basekit BBQ is given than is being let on. You can get a general, or perhaps specific, idea of where all the survivors are, thus letting you know where to prioritize your setup.

    fourth is mainly about how this is going to affects newer players and that is the fact that after this all goes through the killer is going to be under a lot info after they hook their first survivor

    In terms of all the things new players have to experience, which is a problem, I don't worry about this.

    BHVR is giving the mechanics to play without running into the downsides. You get a hook, you see where the other survivors are, you go chase one.

  • TimberGoingDown
    TimberGoingDown Member Posts: 944

    Yeah, I miss all the killer playstyles that they used to have until survivors got them balanced into uselessness, too.

  • TheGoon224
    TheGoon224 Member Posts: 389
  • CrossTheSholf
    CrossTheSholf Member Posts: 867

    It's 90 seconds cumalitive.... So they just need to be on the ground 90 seconds. And this compellyy removes any pressure from slugging. Why leave a gen to save someone when they'll get up on their own anyways

  • cogsturning
    cogsturning Member Posts: 2,143

    Once the 90 seconds is met and they get up, if they get slugged again, they still have to go through the 32 second recovery process again. At least that's been the understanding I've seen. All of this is still kinda vague. And It'll remain a nuisance to be slugged over and over. I'm also assuming there will still be bleedout cause why wouldn't there be.

  • TheGoon224
    TheGoon224 Member Posts: 389

    yeah honestly the best way I can describe this whole fiasco is that we’ll know when we actually test everything out.

  • cogsturning
    cogsturning Member Posts: 2,143

    I think it will turn out to be fairly minor overall. I do like that they've basically left us to scream at the sun and rip each other's throats out with almost no clarifications or updated info. It's kind of hilarious.

  • TheGoon224
    TheGoon224 Member Posts: 389

    yeah it kind of just turned the forums into a massive echo chamber lol.

  • Blueberry
    Blueberry Member Posts: 14,459

    Now that we can already just bail out of any match where a killers trying to toxic slug everyone none of these slug changes are necessary at all imo. Just overkill.