http://dbd.game/killswitch
Buildable god Pallets and windows
One of my many ideas to balance a lot of the survivor sided maps in this game is to completely remove "god" pallets and replace them with build able pallets. Keep the filler and more manageable pallets at the start of the trial so it gives survivors something to run to if they were to be found early but replace shack, gidean double pallets, basically every un-mindgameable pallet on every map with a pallet that survivors have to "set up". Same thing with some windows. A lot of the broken windows with no mindgame need to be boarded up and require survivors to interact with them. Basically open them in order to use them like normal. Each window and pallet should take 20-30 seconds to build/open. This gives survivors something to do besides gens that if they dont do at least a few, it would negatively impact them later on in the trial. If they decide to try and rush gens, it hurts their chase. I feel like they're already half way there and this is doable because they released Rick with a perk that can rebuild pallets. If a trapper cant start with every trap in the game then why do survivors get a double god pallet setup with 2 pallets right next to each other?
Comments
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This is a rather creative idea that I think would be good for the health of the game.
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This is a bit overkill, imho. A pallet is already only a single use item (assuming the killer breaks it) and there aren't very many of these "god pallet" spawns on any given map anyways (with recent density updates I think we are down to 1-3 of these per map, correct me if I'm wrong here). Having to waste time building pallets and opening windows instead of being on a gen is extremely unproductive for survivors. Not to mention this would give killers an insane buff at the beginning of a match that they quite honestly do not need. We already have perks like blood favor, spirit fury, enduring, and brutal strength to help deal with undesirable pallets.
Alternatively, I think there are a variety of killer perks that could be added to help deal with pallets. Examples include: a perk that allows the killer to "trap" a pallet so that a survivor gets injured when they throw it (limited to a set number of pallets per game or needs to have some kind of prerequisite to activate); a perk that shows the killer auras of upright pallets (similar to windows for survivors, would allow a killer to know if the corner they are going around is clear or not).
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Perks to solve problems are bandaid that dont improve the health of the game though. Thats what BHVR always does and a killer can only bring 4 perks. What if the map has 5 problems? Lol also, tell me you dont play killer at high MMR without telling me. A survivor with god pallets up arent even worth chasing a lot of the time. Theres a reason why its better to drop chase with a survivor who's running to shack. I still like my idea better than just "make more perks to solve core gameplay flaws". All survivors want to do is escape as fast as possible with no counterplay. Completely shut off their brains with sprint burst and free value perks, meanwhile killers have to earn every drop of value they get.
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"God pallets" can buy a lot of time, justifying their build cost.
In regard to Killers not needing a buff at the start, characters like Trapper represent how that is not universally true.
Those perks that you mentioned are, respectively, either cleansable, initially disabled, or dependent on a pallet not getting greeded. Thus, they arguably don't even make undesirable pallets tolerable.
DbD needs less "perks as solutions" — e.g., Shattered Hope.3 -
A couple of strong pallets existing is not a core gameplay flaw lol. There are many ways to play around a pallet, this suggestion is way too OP for killer side and would be extremely unbalanced.
Maybe you need to try another perk loadout or killer to see if you have more success. Some killers that have good counters to pallets built into their base kit: huntress (can throw a hatchet instead), mikey (can very quickly break pallets in T3), pyramid head (ranged attack can go through pallets), dracula (see pyramid head), krasue (can vault pallets in head form), chucky (can go under pallets when dashing), nurse (for obvious reasons), kaneki (can go over pallets), singularity (strategically placing and using your cameras/sticky ball is antiloop for pretty much any tile in the game). I'm certain I am missing a few here tbh
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Imagine spending 30s to build a pallet just to have a default Feng run by and drop it without a thought. This will defintely improve soloq.
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exactly who is gonna waste 30/20 seconds to build a pallet?
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Those who want to earn the ability to loop around a structure like Shack for a lot of time.
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Sounds like some kind of basekit alternative to Any Means Necessary which is guaranteed to get the highest possible value per use, with its tradeoff being focused around time spent, which is an extremely relative cost (as time's value for any given individual, let alone role, changes throughout the match) Especially since what you're asking for is free time when it makes such a high impact, during chases. An idea like that would only work if it came with more risks, like only working on weaker pallets, but nobody would consider it worth bothering unless they got guaranteed high value from it. Make it that strong and all you would need is for survivors to coordinate when and where to build things to be as efficient as possible. It doesn't sound like there are any ways to really account for things like that.
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Dude youre talking like survivor doesnt get free everything with no downside already. Sprint burst, hold W when not exhausted and you get free instant value, prove thyself, always active for free, deja vu is always on and speeds up survivor objective for free. Killer gets nothing and has to work for everything
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Tinkerer, Phantom Fear, Deadlock, Bitter Murmur, and Weave Attunement are just a few of the killer perks triggered solely by survivor actions. Lethal Pursuer and Corrupt Intervention give you value just by loading in.
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Tinkerer? Hahaha 1 time use, deadlock is 20 seconds and you dont get to control when it activates, weave attunement is bad and has to be paired with another perk to really be good. Corrupt has heavy restrictions and lethal only shows people for the first couple seconds of the match and needs other aura perks to be useful. None listed compare to what survivors get and they have 16 perks on their team.
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*1 time use per gen. It was heavily nerfed just like pain res. And you dont get to decide when it gets to activate. Nothing killer gets can hold a candle to the survivor meta which is why you guys get to see blight and ghoul every match. My idea at least slows the game down and helps alleviate broken map design with core gameplay. Something this game desperately needs. Now not everything I listed needs to be in the game. Maybe 10-15 seconds to build a pallet, who knows but at least survivors straight out the gate wont be able to run to god loops and waste 5 min
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With heavy restrictions. I.e. 7 seconds and then nothing unless you run other perks. Corrupt is gone if you down a survivor within the first 60 seconds. Even then I never liked corrupt unless im playing trapper. You gamble on securing a solid early game. If a survivor runs you for the 60 seconds or if they're all good and split up to do the first 3 gens you basically run 3 perks for the rest of the game. It just feels bad 👎🏻
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Interesting that you crap on tinkerer as "bad" because it's "only one use per gen" yet pallets are generally one use per match.
If a trapper cant start with every trap in the game then why do survivors get a double god pallet setup with 2 pallets right next to each other
If we're nerfing survivors to meet "trapper level" then I guess your "blight and ghoul" should also start with no power until they can slowly collect pieces of it strewn across the map?
I can think of exactly two maps that have "2 god pallets next to each other": Midwich clock tower - currently bugged to only have one pallet right now, and Gideon near the basement. So two indoor maps with nearly zero vaults and a heavily fixed layout. Midwich is also the most killer side map in the game, and Gideon is somewhere in the middle of lethality.
Most pallets are already weak enough to be unsafe for survivor as it is. You don't necessarily have to kick every single pallet a survivor drops.
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If tinkerer isnt bad then why does nobody run it aside from meme builds? Its heavily outclassed by unforseen in terms of undetectable and that can activate more than once and you get to choose when and where to activate it.
Most killers start the match with their power on cooldown what the heck are you talking about. Also killer is expected to perform highly at every angle while only being able to chase 1 survivor. At least my idea is balanced. Youre quick to criticize without offering any alternative. My idea is very solid. Youre forgetting eerie of crows main building , dead dog main building with god pallet right next to shack that leads to another god pallet right outside of main building, garden of joy god house with a god pallet right next to a literal god window that has zero mindgame. All those areas need reworking or my idea implemented into the game to be balanced. Most pallets in this game are 100% safe and must be broken to stop from being infinites
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Oh and let's not forget double god pallet set up at the raccoon police department in main area. Almost every pallet and window on that map is 100% safe
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That would suck but it should make players think before wasting their resources if they are required to sink time into building them
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easy solve, if a survivor drops one of these pallets when the killer is further than 4 metres away, they instantly get Mori'd
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