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My Idea For A Full Game Rebalance

LC123
LC123 Member Posts: 3

This is just my thoughts for how to make the game more fun AND FAIR for both sides of this asymmetric game we all enjoy.

•Add 2 more generators
•Add 1 extra hook state for each survivor

•Mori still usable after 2nd hook, as you must bring an offering and these are in a finite supply and will not always be available(this part can be debated obviously, and yes I am aware that Myers and Onrio can mori without an offering…those are both low tier killers)

•Survivors must choose between whether they want to prepare their loops early, or do generators early, and they must now build their own god pallet(20 seconds?) and certain windows that could be considered 'god' loops, such as killer shack(15 seconds to unboard the window?)
•Limit the amount of times a pallet can be vaulted before it auto breaks, or block it off like a window vault that has been recently vaulted too many times
•Add more chests on the map, with items specifically intended to be extracted with for a large bloodpoint gain(10k? 5K?)

•Add a new end of match emblem for the killer side only, which is worth 5k blood points per tier, and only ranks up if you do NOT hook the same survivor twice in a row, and if you do hook the same survivor twice in a row before at least 2 people have been eliminated, that emblem loses a tier. This will encourage killers playing fair and not tunneling.

•Add diminishing returns to flashlight/flashbang/firecracker blinds, so after 1 blind, the next blind within 5 seconds is only half-duration, and a 3rd consecutive blind within 5 seconds of the 2nd one has no effect at all. This will discourage 'bully squads' from engaging in toxic activity, which will improve the overall health and feel of the game as a killer(which directly effects a survivors game, a mad killer will tunnel, slug and proxy camp. Ask me how I know.)

•And finally my last recomendation: Make the 2v8 game mode be a permanent option, just rotate the killers monthly, and use your other event game modes to fill that 'event' mode option. People enjoy the 2v8, let them play it more than once every X amount of months.

I know this will take some work and some coding, but I think this could improve the entire game as a whole, for all players both old and new, casual and sweaty, killer and survivor. Please cast your votes with consideration for how it effects the game as a whole and not just your role/current playstyle, because the goal here is to make the game more fun, more fair, and prevent matches from ending in 4-7 minutes after what is sometimes a 5 minute queue time.

-IGN: LCPlays_YT, Killer main and enthusiast that just wants to have fun without sweat or toxicity for all.

My Idea For A Full Game Rebalance 6 votes

Approve
16%
LC123 1 vote
Disapprove
83%
LinkdoukenMrRetsejangrychucksupervulpix20scringleboingle21 5 votes

Comments

  • angrychuck
    angrychuck Member Posts: 522
    Disapprove

    I will always stand by the addition of 2v8 as a permanent mode being terrible. Not only does it ruin killer matchmaking times, it makes playing just the standard mode even harder. My other problem with this stems from the building of "god loops", having this implemented would mean bhvr would have to pick what is a god loop and what is not. Knowing bhvr and their current balance of this game that would not only be a terrible decision because weak loops might need to be built or certain maps may spawn in and have nearly no pallets (game). This would cause mass discourse in the community and is overall just bad design.

  • LC123
    LC123 Member Posts: 3
    Approve

    There are known god loops, and there are procedurally generated loops. The god loops I refer to are static loops, like the killer shack pallet and window, and the stair pallets in RPD, for an example of just 2 of them. I am not calling for ProcGen loops to be effected by this, as these are often random. Another example, is the double pallet loops on Freddy Fasbears map, 1 of those pallets on each loop could be converted to a 15-20 second action to prepare initially. Thats a 30 foot straight line loop, it is far stronger than it should be, and there is like 6 or 8 of them on the map. I do see what you are saying about the 2v8 mode effecting queue times though, and I do not disagree with what you said, however a solution could be that if they do make it a permanent mode, they also add a 'quick match' option for both killer and survivor modes where the player could queue into either game mode, rather than specifying which one they want. Thus, if you are trying to play Classic mode and finding queue times to be too long, you could queue 'quick match' instead. Just a thought.

  • angrychuck
    angrychuck Member Posts: 522
    Disapprove

    I'm sorry to say this but you've proven my point, double pallet loops like you've described are a 50/50 topic on whether or not they are strong. Personally I believe them to be fairly weak, but if you put the developers in charge of deciding what is strong and what isn't when everyone who plays this game has very different opinions on how it should be balanced.

  • LC123
    LC123 Member Posts: 3
    Approve

    So you disagree with the pallets and the 2v8 part, but have not mentioned anything about the other 7 bulletpoints. Like I said in my post, my intention is not to make it stronger for killer, or stronger for survivors, but to encourage a healthier balance between the 2. The current meta is either genrush or get slammed for survivors, slug/tunnel or get slammed for killers. This is not healthy for the future of the game in my humble opinion. Would love to hear your(and others) thoughts on the remaining topics. This is a poll and a discussion forum, intended to bring BHVRs attention to the state of the game and possible ideas(which they could alter or expand upon) to change the feel of the game. And as for building the pallets and windows, this added time is the entire reason I suggested an extra hook state for survivors. And the fact that genrush is the meta and has been for years, is why I suggested 2 extra generators, and maybe slow them down via not letting more than 1 or 2 survivors on a generator at a time. 3 survivors on a single gen can pop it in 20 seconds. And that process can be repeated, the current record is less than 2 and a half minutes for all 5 gens, and the average time for a full gen squad is about 5 minutes for 5 gens. There are only a few killers that can create enough pressure to disrupt a team like this, slowdown perks or not.

  • angrychuck
    angrychuck Member Posts: 522
    Disapprove

    The problem here is that many of the things you've suggested don't fix the intended problems. Regardless of how many generators or how many hook states the most optimal play will always be to genrush or to tunnel. If any of that is to change there would need to be a much larger shakeup of mechanics as what else is going to force survivors or killers to play unoptimally. Again, I understand that is why you brought up modifying how loops are made and how maybe they have to be built, but that just doesn't work because now the scales are unbalanced. Killer would have to do nothing extra to get early game value whilst uncoordinated teams would falter due to the lack of communication over whether they build loops or start genrushing. There are honestly a lot of flaws with your proposal but that's not to say I have a better one, so credit to you for actually trying to make something.