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New diminishing returns concerns and Ideas

CrimsonGhost923
CrimsonGhost923 Unconfirmed, Member Posts: 2
edited April 3 in Feedback and Suggestions

When I first saw this, I thought it would be a great idea and i still think it is. Looking at it now has me worried since many people run specific builds for specific aspects like gens and stuff. I dont like how it diminishes based off of how many perks you have individually.

I would say my idea would be the perks would diminish based off of how many people in your game run the perk. Full exhaustion builds on 4 survivors would receive fair diminishes while specifically solo queue players would be perfectly fine running their own builds. Sure it still comes off as strong but solo queue players will feel like they are having impactful perks instead of being nerfed solely because they like things like healer builds.

The most oppressive players are coordinated teams with more than one of a certain build (heals, gen, haste/exhaustion) which can ruin a killer’s game and enjoyable experience. I personally run a self care build because I just like having the ability to ensure myself in the game. The build consists of self-care, botany knowledge, desperate measures and the new survivor perk that gives tokens when gens are completed for extra heals. Removing the ability to have flexibility over your perks especially in solo queue solely because you like a certain specialist build can deter players and especially older/newer players who have used the perks before and feel the drastic impact the diminishing returns would have on solo queue survivors.

I of course will let them test this out in the ptb but I believe it’ll receive much negative feedback especially from survivors.


a bit of a little rant but feel free to discuss!

Post edited by CrimsonGhost923 on

Comments

  • OnryosTapeRentals
    OnryosTapeRentals Member Posts: 1,920

    Running highly specialist builds in solo queue is often detrimental to your teammates and ought to be discouraged anyways. It pigeonholes you into occupying one role for the whole game, which puts additional pressure on your teammates to carry out the other objectives. Not to mention, you have no flexibility if the circumstances of the match force you into a different role.

    E.g. if you bring four generator perks but end up getting tunneled, your whole team is disadvantaged because you didn't have anything to prolong chases. Or if you bring four healing perks but end up against a Plague, your whole team is down 4 perk slots.

    Don't get me wrong, these hyper-specific builds can work to great effect when everything lines up and you get to use them to maximum effect, but it's a gamble. And not one I personally like my teammates to make. Seeing an almost-won match pivot into a loss because a teammate brought a niche build is frustrating.

    DbD is a game where what you bring matters, and bringing a niche or very specialised build is what I would call "subtle throwing". Not a guaranteed loss by any means, but it puts the average solo queue team at a noteworthy disadvantage.

    There's only a few situations where I'd say specialised or niche builds are actually a good idea to run in the current game:

    • You're in a SWF and the other players can help balance out your build. E.g. you run a generator build and they run Shoulder the Burdern/Babysitter/etc. to help you if you get tunneled.
    • You're very good at particular elements of the game, such as looping, so that your skill level naturally accommodates for a lack of perks to help with that particular element.

    When I'm solo queuing, I usually limit myself to only stacking 2 perks of a particular type in one build. The remaining 2 slots get dedicated to something else, so that if I roll an unfavourable Killer/map/etc., then my build isn't obsolete. For example, I might bring 2 healing perks, and 2 anti-tunnel perks.

  • Elan
    Elan Member Posts: 1,770

    So 4 sprint bursts might result in 1 being 150 and 40s, 2nd 120 and 70s and so on? Finally.

  • CrimsonGhost923
    CrimsonGhost923 Unconfirmed, Member Posts: 2

    I wish that was the case, I PRAY that’s the future case. But unfortunately for now it just affects other peeks but not the “problematic” perks such as exhaustion perks, decisive strike, shoulder the burden and etc. it only affects individuals and not groups

  • Elan
    Elan Member Posts: 1,770

    Ah, so like limited healing and repairing. At least they don't use it on killers who are already in huge disadvantage.

  • Xecho
    Xecho Member Posts: 3

    I have very low confidence in this change working out well for the game as a whole. A fun part of the game for my friends and I was just making fun builds even if it wasn't the most beneficial. I love the game, and sadly I haven't came up with much for alternatives. I just hope it isn't as bad as I'm thinking it's gonna be.