Interested in volunteering to help moderate for the Forums? Please fill out an application here: https://dbd.game/moderator-application

Regarding PTB 9.2.0

For the first time in three years of playing, I was actually having fun in the PTB. I even found myself bringing more items into the game, which I never do, because I know I'll end up getting killed more often.

I understand that the decision not to implement these changes immediately wasn't an easy one. However, I hope, in your hearts, that you can revisit this discussion as soon as possible. The game hasn't been fun for me for a while now, neither as a survivor nor in the rare times I play as a killer in a 1v4. That's why, when 2v8 mode is active, I'm having much more fun both as a killer and as a survivor, because I don't feel all that frustration or anxiety about having to choose the right perks.

I know many killers play fairly, but others are just plain bastards. I understand that balancing the game isn't easy. It's not fair that, when there are such drastic changes that benefit (sometimes perhaps too much) survivors, BHVR heavily nerf them in my prospective, while killers always get minimal changes or heven Buff then make annoing (Clown and the upcoming Mayers Rework).

If killers can have so many "basekit" things (like sprint or aura reading), why can't survivors have something similar? I haven't had fun playing in the "meta" for a long time; I just want to have fun again. The truth is, we live in an era of excessive competitiveness in video games, and we've forgotten that games are made for one reason only: "to have fun."

I agree that many things about Tunneling Reduction and Slugging Reduction weren't perfect, but I think they were a great starting point. The fact that, on the killer side, you can see the survivors' "Hook Stages" is fantastic and, in my opinion, should be kept. Slugging is a huge problem, and many killers abuse this mechanic to "get around" the hatch, which, in my opinion, is a major drawback.

Comments

  • HunterRayder93
    HunterRayder93 Member Posts: 37

    I think that at least slugging prevention should have been kept with some adjustments and tunneling reviewed at a later time... Slugging in the game is becoming more and more annoying since BHVR changed the hatch spown rule,It's frustrating that Killers always find a way to bypass the mechanics that help survivors "not die immediately" for almost 3-4 years now because as always the Killers are not happy if they don't kill all the survivors, for this reason I believe that BHVR must implement new rules for victory and defeat of Killers and survivors and I'm not the only one who thinks so.

  • Emeal
    Emeal Member Posts: 6,601

    I agree, good starting points. Needs more refinement.

  • CrossTheSholf
    CrossTheSholf Member Posts: 867

    Changes they should make:

    30 seconds of God mode is too long, reduce it to 20 and 5 in end game.

    Anti slug timer should reset each time a survivor goes down (keeps Oni and twins viable)

    There should be no basekit tenacity and passive recovery

    The anti tunnel penalties for last hooked should not apply if the survivor does a conspicuois action, Is healed, or takes a protection hit. (If you have time to heal or do the objective you aren't being tunneled. And if you take a protection hit you are weaponizing the system and deserve it)

    Basekit pop should be total gen percentage not current percentage

    The hook limit for the gen blocking should be 4 or 5 not 6

    Most of the regression nerfs should be reverted or not as extreme (if you make pain res 12% remove the tokens) and the 8 regression limit should be removed

    Make DMS a hybrid between its current time and the old effect (multi gen blocking

  • Dahtin
    Dahtin Member Posts: 28

    I intensely disagreed with the Anti-Tunnel implementation. It was flawed in idea and execution. Still, a variant that is significantly more strict in its activation could totally work, hopefully without jeopardizing Killer info.

    But the Anti-Slug changes were great and should have been added with tweaks. There were two main exceptions that made it shaky:
    - Survivors should choose between recovery and crawling.
    - The 90 second timer being a catch-all was a terrible decision that guts certain Killers so hard that they might as well be Kill-Switched instead.

    If the devs changed these, I genuinely think Anti-Slug would work in the short-term, with long-term adjustments needed for the killers most affected by the change. It prevented probably the most frustrating aspect of Solo-Queue that the game has had since launch. I might write a feedback log here on how to explicitly improve Anti-Slug for the next Mid-Chapter due to how close it was to working out. It just unfortunately got bundled with a feature that made it look far stronger than it was.