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Designing a killer to address rank 1 killer complaints

Design philosophy:
Introduce new perks/killer that are moderately effective at addressing rank 1 killer complaints while being incredibly oppressive to non-rank-1-swf players.

Let's start with the teachable perks:
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Perk 1:
Power hungry (anti-gen-rush)
Whenever a cumulative total time of 25/20/15 seconds is spent on fixing generator by all survivors combined, this perk gains a token. Once this perk reaches 5 tokens, the entity strikes out violently at all generators currently being worked on, causing them to lose 5%/7%/10% progress. Survivors within 4/8/12 meters of these generators have their auras revealed for 5 seconds. Lose all 5 tokens when this triggers. This perk also loses 1 token every 30 seconds.

How this fits the philosophy:
Slows down gen-rush by Rank 1 swf players. They can coordinate among each other to limit the effectiveness of this perk but other players will be wrecked by this.
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Perk 2:
Veil of darkness (anti-flashlight-save)
Whenever you are about to be blinded, this perk triggers to prevent it and then protects you from that source or survivor for 5/10/15 seconds. This perk then goes on cooldown for 20/15/10 seconds. (Yes the cooldown is shorter than the duration, so it has a 5 second window near the end that provides blind-protection from 2 survivors)

How this fits the philosophy:
Protects against flashlight saves from rank 1 swf players. They can overcome this by coordinating between two flashlight holders to follow-up on flashlights. This will wreck other players though.
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Perk 3:
Creeping vines (anti-pallets)
The most recent unused pallet that you walk through will be entangled in vines for 10/20/30 second, preventing survivors from using them. ( Small vines will appear around the base of the pallets. Survivors can still run past them, but the action button to pull it down will not appear )

How this fits the philosophy:
Forces survivors to use the pallets they run through before you do, thus breaking pallet looping. Rank 1 swf players will adapt to this. You can watch the confusion of other players though.
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Killer details:
This killer is a combination of anti-chase and anti-tracking.
Movement speed: 105% (yes, very slow. This killer is anti-chase anyway)
Terror radius: 32 meters (normal)
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Power:
Mounting terror
Hold down the power button to stand still and charge up your power. Every 0.25 seconds you spend charging, your terror radius will grow by 1 meter, to a maximum to 64 meters. You also reveal the auras of all survivors within your terror radius every 0.25 seconds (eats up perks like Distortion quickly). When you release the power button, the survivor whose aura is in your field of view and closest to the center of the screen will be selected as the target. You immediately teleport next to the target while facing them. If there is another survivor within 4 meters of your target, you will be stunned for 2 seconds, otherwise you may immediately attack. This power goes on a 15 second cooldown whenever you end the power, regardless of whether you teleport or not.

This power works on auras revealed by any source (e.g BBQ and chili). If you see them, you can tap and release to insta-teleport. The auras do not need to be in your terror radius.
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How this fits the philosophy:
Survivors have to coordinate and stick together in exactly 2 teams of 2 survivors, or 1 team of all remaining survivors. Otherwise there will be at least 1 survivor who will be bullied by this. If the survivors separate more than 4 meters from each other in a chase, you can immediately tap this power to do a quick teleport-and-attack combo. Rank-1 swf can coordinate to limit this power. Good luck to everyone else though.

Comments

  • George_SorosGeorge_Soros Member Posts: 2,270
    I love Creeping Vines. Much of the rest looks a bit too strong, but basically anything against pallets, windows, and generators would be welcome.

    I hate those things.
  • artistartist Member Posts: 1,304

    perk 1: so if 3 people are on a gen every 25 seconds you lose 10% progression. yeah seems fair LOL

    perk2: people still out here not knowing how to counter flashlights huh?

    perk3: aw yes. survivors trying to survive. punish them!

    i think we head back to the drawing board with these

  • MhhBurgersMhhBurgers Member Posts: 1,776

    @Blueberry said:
    This post is literally the epitome of what the devs have been doing wrong.

    We don't need perks or killers that fix the problems. We just need the problems to be fixed in general..for all the killers and without requiring us to use certain perks to fix their mistakes.

    The devs are probably doing this crap for us to incentivize buying the new killers/survivors.

  • MasterMaster Member Posts: 10,208

    The core game mechanics need to be reworked.
    A new kilelr and new perks wont help

  • MasterMaster Member Posts: 10,208

    @Blueberry said:
    This post is literally the epitome of what the devs have been doing wrong.

    We don't need perks or killers that fix the problems. We just need the problems to be fixed in general..for all the killers and without requiring us to use certain perks to fix their mistakes.

    But DLC?

  • DavidKingDavidKing Member Posts: 21
    Gen rushing, flashligt saving and pallet looping are game mechanics. You need to quit crying and adapt.

    Devs agree with me. 
  • MhhBurgersMhhBurgers Member Posts: 1,776

    @DavidKing said:
    Gen rushing, flashligt saving and pallet looping are game mechanics. You need to quit crying and adapt.

    Devs agree with me. 

    Devs are incompetent tho so that's not a great argument.

  • BongbingbingBongbingbing Member Posts: 1,332

    More plaster fixes wont stop the core problems realistically you shouldn't have to play a certain killer or run certain perks just to be able to be competent as a killer, We see that now with the top 3 or so killers and perks like noed and ruin against SWF.

    I do like the idea of the Vines though.

  • OkapiOkapi Member Posts: 333

    @DavidKing said:
    Gen rushing, flashligt saving and pallet looping are game mechanics. You need to quit crying and adapt.

    Devs agree with me. 

    The devs intended for games to last an average of 10 minutes. They are aware of the gen time problems and have talked about reworking the end game, adding secondary objectives for survivors, and buffing solos to SWF levels so they can buff killers. The thing is this being Behaviour their promises don't always plan out or if they do they take years to arrive. See also the December PASS and the Freddy Rework.

  • JJRULEZ159JJRULEZ159 Member Posts: 27

    Design philosophy:
    Introduce new perks/killer that are moderately effective at addressing rank 1 killer complaints while being incredibly oppressive to non-rank-1-swf players.

    Let's start with the teachable perks:
    .
    .
    .
    Perk 1:
    Power hungry (anti-gen-rush)
    Whenever a cumulative total time of 25/20/15 seconds is spent on fixing generator by all survivors combined, this perk gains a token. Once this perk reaches 5 tokens, the entity strikes out violently at all generators currently being worked on, causing them to lose 5%/7%/10% progress. Survivors within 4/8/12 meters of these generators have their auras revealed for 5 seconds. Lose all 5 tokens when this triggers. This perk also loses 1 token every 30 seconds.

    How this fits the philosophy:
    Slows down gen-rush by Rank 1 swf players. They can coordinate among each other to limit the effectiveness of this perk but other players will be wrecked by this.
    .
    .
    .
    .
    .
    Perk 2:
    Veil of darkness (anti-flashlight-save)
    Whenever you are about to be blinded, this perk triggers to prevent it and then protects you from that source or survivor for 5/10/15 seconds. This perk then goes on cooldown for 20/15/10 seconds. (Yes the cooldown is shorter than the duration, so it has a 5 second window near the end that provides blind-protection from 2 survivors)

    How this fits the philosophy:
    Protects against flashlight saves from rank 1 swf players. They can overcome this by coordinating between two flashlight holders to follow-up on flashlights. This will wreck other players though.
    .
    .
    .
    .
    .
    Perk 3:
    Creeping vines (anti-pallets)
    The most recent unused pallet that you walk through will be entangled in vines for 10/20/30 second, preventing survivors from using them. ( Small vines will appear around the base of the pallets. Survivors can still run past them, but the action button to pull it down will not appear )

    How this fits the philosophy:
    Forces survivors to use the pallets they run through before you do, thus breaking pallet looping. Rank 1 swf players will adapt to this. You can watch the confusion of other players though.
    .
    .
    .
    .
    .
    Killer details:
    This killer is a combination of anti-chase and anti-tracking.
    Movement speed: 105% (yes, very slow. This killer is anti-chase anyway)
    Terror radius: 32 meters (normal)
    .
    .
    Power:
    Mounting terror
    Hold down the power button to stand still and charge up your power. Every 0.25 seconds you spend charging, your terror radius will grow by 1 meter, to a maximum to 64 meters. You also reveal the auras of all survivors within your terror radius every 0.25 seconds (eats up perks like Distortion quickly). When you release the power button, the survivor whose aura is in your field of view and closest to the center of the screen will be selected as the target. You immediately teleport next to the target while facing them. If there is another survivor within 4 meters of your target, you will be stunned for 2 seconds, otherwise you may immediately attack. This power goes on a 15 second cooldown whenever you end the power, regardless of whether you teleport or not.

    This power works on auras revealed by any source (e.g BBQ and chili). If you see them, you can tap and release to insta-teleport. The auras do not need to be in your terror radius.
    .
    .
    How this fits the philosophy:
    Survivors have to coordinate and stick together in exactly 2 teams of 2 survivors, or 1 team of all remaining survivors. Otherwise there will be at least 1 survivor who will be bullied by this. If the survivors separate more than 4 meters from each other in a chase, you can immediately tap this power to do a quick teleport-and-attack combo. Rank-1 swf can coordinate to limit this power. Good luck to everyone else though.

    While no I don't believe killers/perks need to be thrown to fix problems in the game, this is an actually interesting concept (mainly the power) the perks aren't that good though(in terms of the health of the game). but an interesting concept .
  • DreamnomadDreamnomad Member Posts: 1,656

    The gen counter ability is insanely overpowered. There is no counter or limitation. Just work on gens and get periodically screwed. The flashlight counter is pointless. There are already Lightborn and Franklin's Demise to counter flashlights. Both work fine.

    But the anti-pallet perk creeping vines shows actual promise though. I think 30 seconds is too long. It should be around 15 seconds at rank 3. The effect has to be super obvious for survivors too so they don't accidentally try to pull down a pallet that can't be pulled down. But of everything you proposed, this seems the fairest to all involved. Survivors have an obvious and simple counter.. just pull the pallet down on the first pass.

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