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What if make unique trial rules for every killer?

Cause blanket changes that covers all killers isn't gonna work. %5 blood lust after a hook is useless, %10 haste is good for some killers while busted on others almost no matter what changes you make it's going to either be useless for some killers while being too strong for others. So i'm just going to throw some ideas out there see if they potently could work? Every killer placed into 1 of 4 groups based on their mobility. There could be other groups as well but i'm just making one based on their mobility.

  • (A) Zero mobility
    • Trapper, Myers, Doctor, Huntress, Bubba, Pig, Legion, Plague, Ghost Face, Death Slinger, Pyramid Head, Trickster, Nemesis, Artist, Knight, Skull Merchant, Twins
  • (B) Some mobility - killers that can speed themselves up somehow
    • Wraith, Clown, Spirit, Oni, Wesker, Good Guy, Lich, Dark Lord, Hound Master
  • (C) Teleport mobility - killers that can teleport in some way but still has some restrictions
    • Nurse, Hag, Freddy, Demogorgon, Cenobite, Sadako, Dredge, Singularity, Xenomorph, Unknown, SpringTrap
  • (D) High mobility - for the insane
    • Hill Billy, Blight, Ghoul, Krasue

%10 Haste after a unique hook lets say 10 seconds but it works differently for each group. Group A gets the full benefits, Group B if they use their power it drains 2-3x faster, Group C gets full benefits like (A) but if they use their teleport power, they immediately lose the haste and Group D won't even get the haste.

There could be other rules as well for each group like base kit corrupt intervention for (A) while (B) and (C) gets half. Gens for (A) could have slightly more charges to repair and less charges for the others.

Now i'm drawing a blank and can't think of anything else. If killers are in certain groups with their own rule set it could make balancing the game a bit better to help close the gap a bit between the weaker killers and the high tier and you can make changes for certain killers without it affecting all of them.

Comments

  • UnicornMedal
    UnicornMedal Member Posts: 1,965

    It's not a bad idea.

  • Chrarcq
    Chrarcq Member Posts: 161

    Too much work for the devs, I reckon.

  • VibranToucan
    VibranToucan Member Posts: 674

    Killer gets are already getting more and more complex. This would mean too many more factors that all need to be balanced individually and too many aspects of each killer that Survivors need to be actively aware of.

  • Raptorrotas
    Raptorrotas Member Posts: 3,387

    For all that talk about bringing solo up to swf, its always baffling how people dont want to close the killer tier gaps.

    Just buff the weak killers to be on par.

  • Lexilogo
    Lexilogo Member Posts: 801

    I agree with the basic idea that some basegame bonuses should be geared to benefit normal M1 guys over high mobility Killers, but I really don't think making what's essentially an official tier list of Killers and having universal mechanics revolve around it is a good idea for the game. IMO it feels a bit too much like accepting the game's current balancing state as something that can't change, I guess. (sidenote; there would also need to be a LOT of discourse over which Killers belong where. I personally think your grading of Dracula in B, Pinhead in C, and Pinhead occupying the same space as Nurse, is bad for example)

    I do think that the broad idea of a speed buff that vanishes or expires faster based on certain traversal effects is the right direction, I just think it might be more elegant as a binary "you lose ~25% of the overall duration when performing a traversal move", which already disproportionately affects Nurse, Blight, Ghoul and etc.

  • terumisan
    terumisan Member Posts: 2,408

    terrible idea what happens if the killer gets reworked or nerfed into oblivion? also twins (while having low mobility) is an a to s tier killer depending on who you ask. people just never see her since she's buggy

    i'd rather killers just have blanket buffs

  • BlackRabies
    BlackRabies Member Posts: 1,384

    Can always just move them to another group with different rules if a killer is ever reworked or if they're too problematic. This is just one idea for one group of killers there could be many others in just throwing the idea out there. I don't expect it to ever come in game given the past work that the devs have shown everything either breaks or doesn't work.

  • Elan
    Elan Member Posts: 1,779

    The only way to incentive fresh hooks is to give killer basekit mapwide gen regression per hook. Like pain resonance per each gen. To start it safely I'd give it 15 % total progress lost and if that's fine I wouldn't increase it. So if you get the fresh hook, every generator with it least 1 % of progress lost 15 %. Might argue to give Nurse, Blight, Billy and Kaneki 10 % instead.