http://dbd.game/killswitch
Returning Player
I am an old time player who has recently returned to the game. I feel the balance is way off and I am confused as to why so much has changed. Here are my suggestions to improve the balancing.
- Longer hook sabotage time, they used to be permanent when I played but 20 seconds is too short. Balance by massively increasing the time to sabotage or revert back to permanent whilst also massively increasing the time to compete and have a sound and visual cue like a generator explosion whilst a survivor is actively sabotaging the hook. Or have a certain number which can be permanently sabo’d and any after that respawn.
- wiggle time is ridiculously high with the amount of hooks and short distance between hooks (even with the offering to increase distance). Please reduce the amount of wiggle time for an escape.
- Pallets not being able to be dropped when killers are swinging. This is awful.
- Basements have now become null and void due to the already implemented changes to non permanent sabotaged hooks…. Killers don’t use them anymore and what’s the point if sabotaged hooks return in such a short time now. So now a portion of the game (basements) isn’t even part of it anymore. If the sabotages were permanent then the new longer wiggle time would make sense! who thought these changes were a good idea???
Comments
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It pains me when i watch a killer play against a Sabo squad and yet refuses to hook in basement, like thats what its there for! you also have to depend on your team bodyblocking or the killer getting stuck to wiggle out even with Boil Over. i agree with all of this
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I agree, however… I play fun builds and what I think works. I don’t look at the meta and build accordingly. The reason it is like that is because of the ridiculous changes that have been made to the game.
literally put the game back to how it was when it released but with a few tweeks. They can bring back permanent hook sabotage and remove a few of the hooks as there as too many and they’d still be able to balance it by having a few that are like the basement (unable to sabotage) then they can leave the wiggle how it is.
No change to hooks and the wiggle needs reworking. the game is in a pretty bad place and it’s more then likely the fault of a bunch of the community who cried and wanted these awful changes to make the game like this.Imagine developing a game that which has a basement area with permanent hooks as a core part of every map and then the devs decide to completely make the basement irrelevant through stupid changes. Baffles me
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I know man… the basement area is a core part of the game and it now has no use. There are even perks and strategy plays built around the basement but this new 20 second hook regen is ridiculous. This is what happens when the devs listen to whiners who can’t navigate the core mechanics of the game.
There’s no skill in the wiggle either now as there are wayyyyyy too many hooks on the map these days.
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I run Jake mainly as I’ve played with Jake from day 1! I remember why I put the game down though after they made these silly changes back in like 2017.
im trying to enjoy the game as much as possible but it is hard with the state that it’s currently in.
Thanks, I’m glad to hear that I am actually talking sense!
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Do you want survivors to just to get away for free? When the killer picks you up, you are supposed to be hooked. Wiggling free is not meant to happen unless the killer misplays and tries to take you too far or your team actively intervenes with things like sabo and body blocking.
And what is this about wanting permanent hook breaking back? That was removed for a reason. It made the game boring and frustrating for both sides and never should have been implemented in the first place.
Lastly, no, basement is not pointless, and killers still use it. Getting even one hook in basement can be enough to turn a match around, especially for certain killers who can pressure it easily.
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I played when the game first released… as a killer the survivors hardly ever got away free. That’s what the basement is for. You balance it by adding a few more permanent hooks.
You clearly weren’t playing in the beginning, you’re supposed to wiggle free when someone sabotages the hooks etc which is why the mechanic was in the game from the beginning. This made teamwork a core part of the game instead of every survivor out for themselves. The game is boring now… TOO MANY hooks and the basement is not used how it should be. Whiners who couldn’t play to the original mechanic caused this.
On your point about the basement, the only time killers use the basement is when they knock someone close to or inside the building with the basement. They never use it as intended because of the changes that have been made. The balancing is way off now because of all of the changes.The killers used to go down there when they couldn’t hook outside as originally intended. You’re clearly a late game player who is used to the new mechanics which have ruined the game. And yes I want permanent hook sabo back but balance it.. like having a certain amount of hooks that can be permanently sabo’d and once that number is hit. The following ones that are sabo’d respawn.
I want the game to be FUN again and for the core mechanics to still be in play like the basement… not the state that it is in now.
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So you really want to bring back the only hooks in the map is the basement meta as thats what some matches were back then and I know I have played this game almost from the release. Sorry but these suggestion are bad and there is no reason to ever have them back in the game.
Also there has not been any change to the amount of time it takes to wiggle off in the entire existence of the game. They have changed a lot of the mechanic itself but the time it takes is the same as it has been from the start.
Sorry but this topic is like old guy coming in telling you how create something was when they were young when in reality it was not great and they don't anymore remember why those things had to change.
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read it again… not once did I say the ONLY hooks should be the basement. These are ideas to BALANCE the game and reintroduce the original core mechanics which were fun! It is highly unbalanced right now because of the changes.
Again read, I didn’t say there was adjustment to the time it takes to wiggle, I stated the time is currently too high due to the amount of hooks in a small space. I sabo’d 3 hooks in immediate vicinity yesterday and guess what, the killer made it to another. That’s unbalanced!!!
do you understand how many players that left when they made these changes? The community is massively smaller then it used to be.
they could have made it like a generator time to sabo a hook… sound cues and visual cues as well. They could have a certain amount that can be permanently sabo’d, then respawning ones following on… the way it is now is bad and if you can’t see that. You’re part of the problem.
Thirdly, sorry but this topic nothing about an old guy coming in and telling them how to create something. It is about the community of whiners that have gotten their way by crying and whining and in turn have ruined the game, so they were the actual ones coming in and telling them about their creation (not the old guy). Sorry again but You must be one of them.-2 -
You say even in your first post "or revert to permanent" so you are advocating for it to be possible to deny all hooks other than basement ones from the killer. This is not balancing anything just creating more unbalance hurting killers. Your suggestion would just make more slugging happen and there is a problem of that already as why killers would try to hook when they have no hooks.
If the killer had Iron Grasp and Agitation its totally possible to them to get to a hook and if the survivor is not wiggling they can walk the whole map with them. As I have no way of knowing of the situation where you claim to sabotage three hooks and he still made to a hook sounds to me he was using those perks as he should not be able to walk that long that you have time to take out three hooks while he is carrying a survivor.
Again this argument you don't seem to get that this game has over 50000 avg players just on steam in last 30 days. Its player numbers have been going up like over 10000 avg players more just last month compared last years march and that is just on Steam. Where is this mass exodus you try to claim is going or has happened?
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you’ve taken “revert to permanent” and ignored the rest? So no unfortunately I’m not advocating for ONLY hooks in the basement, it’s not my fault you struggle with comprehension and fail to take in information that’s in a very clear format… here you go
“whilst also massively increasing the time to compete and have a sound and visual cue like a generator explosion whilst a survivor is actively sabotaging the hook.” this in turn balances the permanent.. key word there is MASSIVELY. Limiting the amount of permanent sabo hooks also isn’t ONLY the basement.No the point was the 4th hook wasn’t too far away due to the the amount of hooks that spawn in a small proximity. This has happened multiple times this week.
Of course the game is going to get newcomers what with the expansion onto all consoles etc but steam is going to grow lately because it’s a 10 year old game that is cheap to buy, has great expansions and a good streaming community. That doesn’t change the amount that left the game when awful changes were implemented.
At the end of the day, the game is very unbalanced right now and the core mechanics which were implemented by design are no longer in use because of whiners. You state that killer with those perks etc should be able to walk a whole map with no wiggle… sounds like a good way to combat permanent sabo’d hooks… like it was intended 🙄🤣 so again… they could limit the amount that can be permanently sabo’d as a balance.
Why would you not want the game to be played as intended and create more challenge for both survivors and killers? You currently have meta builds for killers which are awful and meta build for survivors which are also awful. The game is in a bad place, like it or not.
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also don’t get me wrong. A lot of the other changes are great and welcomed. These changes however have unbalanced the game and should be reverted and key word again here BALANCED.
The crazy thing is, back then I played killer mostly. Now I mostly play survivor. Weird that when it was permanent sabo’d hooks I’d like the challenge and preferred to play killer and now I don’t as much. I still managed to kill all survivors back then.
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Your things don't balance anything how does information of hook getting sabotaged help the killer if that is the only hook they can make to because there is no other hooks anymore because your "massively increasing the time to sabotage or revert back to permanent" this would just cause people to start slugging more and not try to hook at all as I told you already. This does not promote skill just play styles nobody really likes.
Still your statement with no proof of leavers other than your personal experience I suppose your yourself leaving?
Yeah killers with those perks can walk quite a far distance have you yourself not tried how far you get with them while carrying survivor its a decent distance. Still you also don't seem to understand that I said if the survivor was not wiggling then the killer can walk anywhere they want with them as there is no auto generation of wiggle progress to force the drop. Maybe you yourself need to learn to comprehend what other people write too. Still your statement "sounds like a good way to combat permanent sabo’d hooks" is not a good way maybe for you as you would love that killers have to waste two perks slots to counter survivor toolbox while they can run four perks on top of that with Sabotage among them. The main reason there should not be permanent sabo on hooks is the fact that it would create deadzones that survivors could abuse and that is what they did back in the day. Sabo all hooks on a corner area run there every time killer chases wiggle off because no hooks or get left slugged. That is not skillful gameplay.
You clearly don't know what the intention was for this game it was meant to be survivors hiding from killer not the chase simulator it became so you stating it was intended to be what you try to claim is false from the get go. Meta is always a thing and will always exist your calling it awful will not change the fact that its going to be existing even if changes are made. I don't see how sabo meta would be anyway better as it would evolve to that and cause killers to start slugging more again.
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Ok and do we massively need survivors in chase to compensate for this?
You want it to be way easier for the survivors to deny a hook so I'm return killers should be in the position to hook way more frequently aka chases need to be shorter so we need less pallets and windows and need perks that extend chases.
It is a good thing that you need to coordinate with your team to pull of a sabo play cause chases take already long enough if you don't play a A or S tier killer and if I just imagine after a chase that took time already I don't get to hook cause one guy came and did a sabo and I happen to be on the other side of the map away from shack.
And it is quite ironic how you say this isn't about an old guy coming in and telling them how to do it but about a community of whiners when you come her and whine cause you can't play like you did years ago in an ever evolving game.
News flash you also can't stealth all game anymore and you also can't insta blind anymore. Want that back too?
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again… it was just a suggestion that can be built on instead of just whined about, the balance comes from the time it takes to sabo a hook.. if it’s like a generator timeframe how would you complete them all, along with the cues that could be given to the killer to give the ability to counteract. The same as only having a certain amount that can be sabo’d. Why do I have to explain this and break it down this far, it’s simple?
I literally mentioned no wiggle in my comment above as you stated it, so clearly I understood. I’m really starting to question your ability of reading and comprehending what you’re reading.The survivor would also have to have the toolbox equipped and maybe a perk to make sabotaging quieter, again if there were a limited amount that you could sabo then again this balances it. What is with you only focusing on a few words and not taking in everything that’s said and then not constructively thinking? Does everything have to be broken down for you? That’s the point, you risk not counteracting the sabo if you don’t use the perk. Same as you risk being hooked way easier if you don’t use the toolbox. That’s called BALANCE lmfao
I don’t know what the intention was for the game? What was the basement for, why is the basement no longer in use? It’s very plain and simple… yet you still state “this is a game for hiding from killers” no it’s about surviving and using the mechanics to survive. Like sabo, like fog vial, like every other useful thing in the game all whilst working as a team.. not basically a solo survivor like it is now, where people just worry about themselves more then the team, there’s a reason it’s 1v4.
To then eradicate the basement because of a bunch of whiners is ridiculous. You just balance it correctly and stick with your intention of what the game was supposed to be. What the game is now is what the whiners wanted it to be, not the developers.No what they did back in the day was sabo every hook, so you counteract that by limiting the amount that can be permanently sabotaged. Deadzones are good if there’s a small amount, it counteracts the ability to be easily hooked… the generators are still spread out regardless of say 2 ish deadzones when limited. Also if you’re managing to run across the massive map to a small deadzone then that’s skill.. that killer should have caught you by then.
Or you could make it a ridiculously long risky process to sabotage the hook which allows the killer a high chance to stop you… again.. balancing the amount of deadzones. This is called critical thinking and problem solving… it’s quite easy when the information is laid out there for you.it’s honestly very tiring and I’m done banging my head against a wall. The game was ruined by people whinging.
Post edited by MidzGaming on-2 -
Ok so you calling people whiners and saying "someone that clearly hasn’t reached adulthood yet according to your responses" just shows who here is in adulthood as I have not called anyone names or insulted them anyway. I also gave you good points why your suggestion are not good for the game and you basically insult me when I just disagree with you.
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I’m sorry if i insulted you. I’m very tired of repeating the same things which you haven’t paid any attention to at all. You focused on singular words or phrases without reading the full context. I take the adulthood bit back and removing it from my comment. You have my sincere apologies.
All in all… the game does need rebalancing, it’s not great as it is is. It’s ok but it could be so much better
Post edited by MidzGaming on0 -
They aren't going to bring back permanently sabotaged hooks, nor are they going to make wiggling off easier. They've been sanding pain points off for years and they aren't going to randomly revert to game design from eight(?) years ago.
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"You're clearly a late game player who is used to the new mechanics which have ruined the game"
I've been playing this game since 2018, so try again.
Have you stopped to consider that the mechanics you are talking about were removed for a reason? They were actively making the game worse and holding it back. Game design changes over time.
The fact that you think bringing back permanent hook sabo and that basement isn't one of the most powerful tools in the killer's arsenal tells me that you have no understanding of the way the game is currently balanced. I suggest you put in some more hours or watch some informational videos before you blindly call for outdated and senseless mechanics from 2016 to be reimplemented.
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A killer having to use two perk slots (half of the total) to counteract the sabotage and wiggling because one survivor also will have to use a toolbox and just one perk to make the sabo quieter doesn't make the game more balanced, even with the increase of the sabo time, the limited quantity of hooks affected (with respawn beyond this limit, so, it's not so limited) and all the other stuff you suggested. I mean, it's 4 survivors vs 1 killer, you know? We need just two survivors with this build to make the match unbalanced again, unless you always have three baby survs in your team. But, in this case, it will be almost a solo game again, and you was complaining about it too
I agree that the basement needs more incentive to be used, but if the killer knows how to play, all the other survivors need to stop what they're doing, gens probably, to work as a team and >try< to save the one hooked there (yet, they can fail). It seems to me like a overpowered tool, if used correctly, and the pro killers know when to use it.
About the fun builds, yeah, I like to explore and play with it. But you have to keep in mind that the toxic survivors will make you regret this play style, prolonging the match way more than necessary, and not because they're playing along with the build and having fun with it, but because they just want to troll you for being less experienced in the game, with this build specifically or in general. They punish you for exploring far from the meta. New players that want to play casually won't be so competitive with the fun build (it's illogical doing it, actually) and probably will take the "easy" path after some defeats: search for a pre-made build in the internet (probably one that is in the meta, because it's powerful) and will eventually learn how to play in this way or leave the game because they still keep losing. My point is: players won't have a good time playing with fun builds if their objective is win the match; and the new players usually want to win.
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This was a great comment, thank you for your input. I am literally trying to suggest a way to keep things balanced and bring back the core gameplay with the incentives of using those basement hooks again.
It was completely broken with the sabo the way it was in 2016 and I think with some serious tweeks and balancing, it could work if they brought it back with a new twist. My point was to bounce ideas off and see what everyone else has come up with. I can’t see any other way of bringing the basement back into play. Maybe I’m short minded with finding another solution 🤷🏻♂️.
I managed to come back after so many years and I sabo’d a hook, you should have seen my face when I got hooked on that exact hook on my first game! Haha. I honestly feel that the amount of hooks on the map have also increased, or am I just imagining it?
Even with my fun builds, I still manage to fix multiple gens and escape 80/90% of the time using the same skills I had back when this game released. There are however a few meta killer players that manage to wipe the floor with me and the 3 random team mates. I do find it so frustrating how much of a solo game this has become and I am one of the biggest team players and medics out there.
I risk myself and stop whatever I’m doing to ensure I get my team off that hook as quick as I can, then i heal them up. I risk starting the new gens straight after this. Yet I end up on a hook and I’m left until level 2 whilst they fix gens or have extremely long chases running in circles whilst the others continue fixing their gen (I have the perk which shows all teammates in blue and killer in red when near when I’m hooked)
The amount of times I end up hooked after saving someone else and healing them and putting myself in that situation is crazy. Meanwhile I’ve got people hiding in wardrobes or sat one up on a gen with no care in the world. The teamwork play has mostly gone from 7/10 games.
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