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What power mechanics Are Missing From the Game?
Speculating on the next killer is fun, but it's usually all about what the killer will look like/their theme be. Another way to go about it is to say "What power is missing from the game?" Until the Huntress, nothing was ranged. Until Clown, no area denial, etc. If we can find the missing power, we can help narrow down possible future killing concepts.
- Fast movement - 1 hit down--Billy
- Multi 1-hit down in short line--LF
- Area Denial--Clown
- 1 Hit down, timer--Myers
Extreme slowdown, mini-objective--Freddy
*Skillcheck fuckery, action denial--DocRanged attack--Huntress
- Stealth--Wraith
- Teleportation in straight line--Nurse
- Triggered Teleportation to pre-set destination--Hag
- Pre-set trap that holds/injures--Trapper
- Timed sacrifice mini-objective + Stealth--Pig
These we can group into categories: Fast movement (Nurse, Billy), Chase/downing assist (Huntress, Myers, LF, Billy, Nurse, Clown), Area defense (Trapper, Hag), Stealth (Wraith, Pig), Slowdown/mini-objective (Pig, Freddy, Doc)
Anticipating gets a little tougher when two separate mechanics get put on the same killer (Billy, Pig), or an existing power is modified slightly (LF).
So what's missing?
Ranged grab: Grabs survivors at a short/medium distance and pulls them to the killer. (Likely harder due to object interaction)
Contagious/spreading effect: Hit Meg with power, then when David unhooks/heals meg, either the full or weaker effect spreads to David.
Timed downing: Think BT but backwards; killer hits survivor, survivor drops within x seconds.
Tampering with trial objects: Effecting a generator, pallet, exit gate, etc with a power. Locking a single object down from being used until another is selected, locking several down for a set duration, or like the Bloody Coil the first survivor to interact is injured.
What I don't expect to see
Pets: Be they moving area defense or chasing tools, the devs do not seem interested in AI.
Creating/destroying physical objects: Creating walls, turning vaults into doorways, etc. Vaults/pallets and other layout is a key to balancing maps, I don't think they'll mess with this.
Shapeshifting. It's basically stealth that's immediately overcome by SWF communication. The devs have also talked about giving every survivor Kindred, and this would again nullify shapeshifting.
Comments
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I would like to see a killer that "controls" a survivor. Like voodoo or something.
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i'd like to see a killer who actively plays with the survivors FoV. like, he reduces it to lets say 20 meters and they always see the killer running around in these 20m. could be interesting...
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@Smiler said:
I would like to see a killer that "controls" a survivor. Like voodoo or something.I forgot to put this into my post.
They've said in dev streams that they want to avoid those: Players hate losing control of their characters. We accept getting hooked/slugged as part of the game, but players don't like being idle. It's even worse when their character does something they don't want it to do. Any time players get their options limited--madness, RBTs, put asleep--they 1) it only effects their speed/ability to do an action, 2) can be overcome with skill, and 3) has a mechanical means (skill checks mainly) to escape.
Same with visual fuckery. Apparently the clown's bottles and Freddy's dreamworld were worse, and the feedback was that it was too disorienting and made some people ill.
They also tried a flying killer early on, but it was too powerful, and also it would involve clipping and other frames per second issues (but they said the same about rain, etc).
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how about a killer that can rewind time? Like it takes 120 seconds to charge fully and you can only use it when its at least three quarters full. You can rewind back in time up to 30 seconds before, and you go back in time a certain amount based on how long you held the ability button. Everything freezes when you're rewinding time, including the survivors and yourself, and you get to see everything rewind so that you can stop at the moment you want to stop at. Lost that survivor?? Rewind time to find them again. Last gen finished? Rewind time to go to the gen you know they're working at.
It should be noted that if you rewind fully every time, you would get an average of 6 rewinds per game (average game 10-11 mins long. Rewinding time brings you back 30 seconds, which means that quarter is charged by the time the game is at the same point again, and you've 90 seconds to go to a full charge, so you got an additional 2 minutes per match).
Should survivors stay in the same state they're in though? Like if you rewind to a time before you hit or hooked them, they remain injured or hooked? Or would this be OP , as you could rewind to the moment you find a survivor and hit them again, downing them? You would have to wait 90 seconds to rewind from the last time though, but it would also be helpful if they're looping you forever, and you can just rewind time to down them instantly and add up to 30 seconds to the clock. Am I contradicting what the guy above just said about not letting characters lose control?? Maybe it would only work on hooked survivors, and the progression is rewinded only half the time that is actually rewinded??
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