http://dbd.game/killswitch
Anti-tunneling incentives
While I know they already said they're holding off on alot of the PTB stuff, there was 1 part of it I think warrants discussion and could possibly be room for really nice changes going forward.
BHVR for seemingly the first time ever have noticed that some killers are stronger than others and shouldn't get the same blanket benefits for the fresh hooks. While all they did was take the same ideas and give them a lesser version to afew killers, it means there's room to give different incentives to different killers. They COULD very well custom fit every incentive to better fit the strength and needs of every killer.
Pixel Bush brought up the point that something like aura reading across the map and a temp 10% speed boost does nothing for example if your playing Hag and can't really USE that. He suggested maybe a temp basekit mint rag effect to aid and incentivize getting away from the hook.
What do you all think? SHOULD we aim for a bunch of different benefits tailored to the strength and design of each killer, and if so... what are your ideas for some killer specific fresh hook rewards?
Comments
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I'm not sure. Making stuff more killer specific kinda takes consistency from the gameplay loop. On the other hand that's kinda already the case with movement speed and terror radius, which every killer has, but with different values.
And I guess that helps to give at least some form of consistency while adjusting for different killers.
And honestly Hag is quite specific overall. She is a territorial killer and even if you give her the ability to teleport towards other survivors for free after a hook it wouldn't benefit her playstyle.0 -
I feel like it COULD benefit her though. Right now a big part of why she's super territorial is because of her lack of map traversal compared to someone like Onryo. It would be weird to give these 2 killers the same exact incentive. After an unhook, Hag is likely to just ignore the aura far away and reset the traps that got used nearby. Maybe if she could get a teleport across the map, she could reset the traps in more than just her small little area.
Overall, im just spitballing here. I welcome alternative ideas.
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It's a good idea but a lot of work and I've noticed they don't seem to like things that take too much work (money).
But yes even as a former Nurse main myself, I was pleasantly surprised to see them clearly recognising not all killers are equal. As I feel there are lot of nice things that aren't possible because Nurse is the elephant in the room.
Any minor changes that take killer strength/power into considerations would be welcome, any small start is better than nothing
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Im gonna be honest, I kinda just eye rolled that line at first, but your right. Its ALWAYS "but if this killer right here gets that, itll be broken" hamstrings so much. It would be GREAT if they went through and adjusted each killer individually with a big update like this. They already do this kind of thing for SOME killers (dredge can't teleport to lockers near gens). Imagine if Trappers placed traps were automatically reset upon fresh hook or something.
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I also think that every killer should get an unique rewards for hook. And to be fair killers that has no mobility like pig should get a way better and bigger rewards for hooks than killers like dredge who can in such a little time get to the other side of the map
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Ideally, certain killers just need reworks to catch them up and level the field. But the blanket changes were clearly the easier option.
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I don't like it. The game is already complicated enough without adding things like "basekit mechanics for these killers work differently just because" if these killers are actually too strong with getting an extra bonus to kicking gens that is the basekit, then those killers should be individually adjusted not rebalancing basekit mechanics around them. I already don't trust BHVR to balance correctly, why introduce even more variables?
New players already have a hard time figuring out what is going on. What about the new killer players? They won't even understand what is going on with all the new anti-tunnel and anti-camp mechanics because the UI literally does not tell you what is going on, and now they want to add additional complexity by making these base things work different depeneding on the killer because "they are perceived to be stronger" when that really isn't necessarily the case.
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Yeah but the differences wasn't even in the area that benefited those killers, the BBQ aura. Excluding the new killer, all those listed had strong map movement or strong 1v1 and can benefit from the aura. Even with that they missed other killers that can teleport cross map like Dredge.
You could say the gen regres but that was a bonus against the progress, which is minimal.
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Ya'll think that there were too many anto-tunnel rules for killers to learn, but expect survivors to learn and remember 40+ new rules unique to each killer for what ways they may or may not subtly affect the game, on top of their powers, add-ons, perks, and ever changing maps and tiles.
Come on.
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Honestly, what they should do is add a section to the area of the bio where they display the killer's Height, Speed, and TR that explains their unique hooks benefits.This would give them space to make something more complex that you can read about from the character select screen so new players can just click into the character and read about it, even if like 70-80% of killers just said:
UNIQUE HOOK BENEFIT: 10% haste and 20% bonus regression to the next generator kick-1 -
I'm gonna be real honest, outside of the few high impact perks (UB, DS, DH, etc), I don't even know what most survivor perks do any more. I just kind of accept that gens are gonna be done in 45sec and they're going to get 15 pallets per chase.
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But again, that is alreay super confusing to new players. The point is that they should adjust those killers individually not make basekit things work differently. At least with things like terror radius, height and movement speed are understandable things to a newer player.
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Adjust them how? Change their power? Sure. For example, Trapper could get a new line in his power description, such as:
- “Each time you hook a survivor other than the last survivor hooked, reset X traps on the map at random.”
- “Each time you hook a survivor other than the last survivor hooked, your next kick deals X damage.”
- “Each time you hook a survivor other than the last survivor hooked, fly into the sky and become a tactical nuke.”
If the goal is to incentivize killers to go for unique hooks, they need to be given meaningful benefits for doing so.
Changing their power vs simply giving each killer a “unique hook benefit” attribute has the same effect. The advantage of putting it in a tooltip (whether in the killer’s bio or power description) is that it’s documented in-game, rather than hidden.
On complexity:
In a single match, a new player may need to track over 30 different elements that the tutorial never explains:- 12 survivor perks
- 4 killer perks
- 3 survivor items
- 6 survivor add-ons
- 2 killer add-ons
- 4 offerings
- The killer’s power
Some of these can be ignored (items, survivor add-ons, offerings), but that still leaves 19 things for a new survivor to track. The game’s complexity is already extremely high. Adding a unique hook mechanic only adds 1 more element which brings it to 20. That’s about a 5% increase in complexity, but with significant benefits:
- Quality of life improvement for low-tier killers.
- Allows changes to be tailored per killer, avoiding blanket buffs to top-tier killers.
- Makes going for unique hooks a meaningful decision instead of just “being nice.”
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The point is that we have identified some kilers that are apparently too strong and so they want to adjust basekit mechnaics.
Where does it go though? Perks had to be nerfed because they were too strong on nurse. Do we now make perks behave differently on different killers? Its a slippery slope that leads to massive complication of an already massively complicated game with hundreds of different perks, dozens of maps, and 30+ killers to already learn. I'd rather instead they nerf those killers so we don't have to also make perks bad just because it might be too strong on 1 of these killers.
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I don’t find slippery slope arguments very productive. If you’re not interested in discussing the proposed changes, that’s completely fine, but framing it as “Change A will inevitably lead to Change B, and Change B is bad” doesn’t really move the conversation forward.
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So you don't find the argument that these killers have actively had perks release in a state that they are unusable because the perks is good? You want perks to be released and just be bad because 1 or 2 killers make them too strong? My point is that this is a 2 birds with 1 stone thing. Why not fix these killers individually instead of keeping them in this horrible state rather than try and complicate an already complicated game?
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Even when leaving top tier killers out of the conversation, its pretty normal for different perks to be stronger or weaker for different killers. Exposed perks might be good on Clown but weak on Huntress. The opposite is true of aura perks. I dont think its practical to assume we'll ever have a patch where ever perk is equally useful on every killer.
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Awakened awareness was stated by the devs to be nerfed simply because it was too strong on nurse. Thus we have a perk that nobody uses. Yes, some perks will be better for other killers, that is the point, but if a single killer makes a perk completely OP to the point that the devs nerf that perk, it makes it even worse on say, trapper. That is a problem.
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Just so were clear... your talking about a "nerf" that was from the PTB to live that only really affected the killers like Nurse and not Trapper. I feel like maybe that was a bad example of a perk that got nerfed and now Trapper can't enjoy nice things. I promise you no one playing Trapper saw that change and removed it from their build.
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Its an example because it was clearly stated that the perk was changed due to nurse. They have a history of doing this, and it could be (again we don't know because we don't know what we don't know) that there are MANY perks on killer side of things that are just bad because they are afraid of how good they would be on nurse.
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Just so I understand your concern. You dont like how perks are stronger on killers like Nurse than killers like Trapper. Because of that... you're AGAINST the idea of having differing fresh hook benifits that would better fit killers like Trapper? I really fail to see the logic here. Even if BHVR took out their magic wand and made every killer perfectly balanced (which is literally impossible because balance is subjective), why would having Trapper gain a benefit that fits HIM be a bad thing?
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It's kind of a tough balancing act to follow on really because you're adding an extra layer of balance on top of everything as well. The ideal solution is to give killers their own unique incentives for unique hooks but doing like 30 different effects on top of perk and addon balance is just unrealistic. I guess the only suggestion I can think of right now is that rather than having the single set of benefits from hooking you divide them up into categories? AKA depending on the killer themselves, some just give the haste effect from a hook, some get the gen kick bonus from a hook, some get the aura reading from a hook, etc. My logic is that not all killers are gonna benefit from having every effect and maybe you could adjust the numbers individually from there, but I dunno. it's a lot of work.
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No, you are missing the point.
Yes some perks will be better on other killers. But a perk like Awaked Awareness, which was not OP on every other killer in the game (and still probably undertuned) launched worse than it was, because it was OP on nurse.
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I noticed you completely sidestepped the question and topic. How does that have anything to do with giving the different killers hook benifits befitting their unique needs and strengths? Weve already determined some effects are disproportionately better on some killers than others. Thats not being debated. Why would you be AGAINST this being reflected in the fresh hook benifits? Its weird youll point this out in awakened awareness, but then double down that every killer should get the same status effects and such.
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Because its complicating an already complicated game. I don't understand how you don't understand that. The point is that we shouldn't be balancing certain things in the game like perks and basekit mechanics differently for different killers because it makes the game impossible for newer players to deal with.
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We're WAY past newbies memorizing everything. Given the amount of perks and addons in the game, I dont think having an effect related to the individual killer powers will be the part that causes their heads to explode. It'll just join the list of things to learn how to counter killer powers.
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Heck... the 2 example ideas given are effects already in the game. We already have a self resetting trap effect with iri stone. This isn't new. The counterplay is "dont step in the beartrap". I think the newbies can figure that much out.
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I'm against the idea that people want to use the survivor QoL changes as an excuse to nerf the killers they don't like.
All killers need major help if the phase 2 changes happen. It's ok if some killers get more help than others, but it's completely awful when people heavily imply that some of the killers don't deserve meaningful rewards because "they're already good enough".
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I just see this as a great opportunity to give the weaker killers a boost while at the same time promoting healthy gameplay. People like to talk about killer imbalance, but get really vague about exactly how they're going to change anything. The "keep kicking the killer until the survivor community says they're fine" approach is how we got current skullmerchant.
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Thats the fault of unintuitive design more than anything. When designed properly, even complex mechanics can be presented in ways where the assumed process is the most effective. You can also design things to be very easily recognized without paying attention, like how the RBT's make it very clear they activate as soon as a gen pops. Having something like the unique hook system be on a per killer basis allows the devs to apply balancing considerations specifically in relation to each unique aspect of each killer. Its a lot of work if just a superficial system, but its foundation building for entire balancing freedom going forward. Think of why we even have differences in things like movespeeds and TRs in the first place, you're extrapolating on that in a foundational way in order to have a strong framework for adjustments in the future. The amount of future efficiency it would provide in aspects of balance and adjustments would far outweigh the initial effort required to create it. Think of it like the current variables are stats for each killer, and you'd just be adding another one.
I get what you're saying about mental stack and how unintuitive much of the game already is, but its something that can be done right.
I agree, I think it would make a great avenue to normalize between the strongest and weakest killers, as it could be used to adjust strengths and weaknesses inherent to their kits, while also avoiding blanket changes that still make the strongest killers stick out just as much. In another topic I talked about a potential idea like having the effects themselves be adjusted based on the killer, so a gen regression event might vary from a strong kick bonus on a mobile killer like Billy, or a weak map wide kick on someone territorial like Hag. There's a lot of potential for a system like this to have per killer considerations.
That lack of normalization is also something that keeps people from having real plans. People thinking about how oppressive the strong killers are will end up having different perspectives from people lamenting situations where the weaker killers encounter lose/lose situations. All anyone can really do is consider the "opposing side's" considerations evenly with their own to get the big picture.
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Any ideas on the unique effects? I feel like it could be a fun way to utilize the killer's various powers rather than just "he kicks a gen" or something. Maybe reset Freddy's teleport if its on cooldown and make it so the NEXT teleport spawns fthe bloody Freddy shape on every gen to fake out survivors.
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I was thinking more like categories that would be consistent across killers. For example, [1 gen regression event, 1 tracking assist, and 1 personal modifier] would mean that it might have each change in potency and/or application method between each killer. So they would overall have the same core principles, just adjusted to each killer in a way that hems in the top and bottom performers. Having a factor be unique to each killer's power could be pretty neat way of approaching it too.
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Just was thinking of things that could be thematic to the character, without being entirely unintuitive when facing it. Survivors should already know that Freddy can teleport, and sometimes he can fake a teleport. Having a bonus event where he essentially does that isn't going to completely come as a shock. We can leave the shocking boost to Doc.
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