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Helping Weak Map Pressure Killers


Each killer comes with a new stat -- Destructive Force, which affects how many charges a generator loses per second while regressing. Weak DF (.25 charges per second), Average DF (.5 cps) and Strong DF (.75 cps).

Weak DF: Nurse, Hillbilly, Wraith, Legion, Spirit, Reworked Freddy

Average DF: Trapper, Plague, Clown, Hag, Doctor, Leatherface, Pig, Myers, Ghostface

Strong DF: Huntress

Do you think this would be a good and effective change to help out weak map pressure killers?



  • edgarpoopedgarpoop Member Posts: 1,419

    I really like the idea. I've been playing a lot of Trapper lately and the games are often essentially over before I get half my traps down.

  • BadMrFrostyBadMrFrosty Member Posts: 534
    edited June 2019

    Shrink down the maps to force as much killer interaction with all survivors as possible. Make more unsafe/mindgameable loops. That'd be a nice start.

    At the end of the day, it really comes down to this: what kind of a game do -we- want? A horror game, where each match is a thrilling, heart-racing team effort to the exit gates against a variety of slashers.


    An action game, where running in circles serves as primary entertainment for 1 while 3 people sit bored on generators, meme around, and then escape.

    If the majority want a horror experience where every killer comes with their own unique set of strengths the survivors must put effort into overcoming, then we can have it. Unfortunately, this game has become a gigantic clown fiesta. Killers are basically stand in AI for the survivors until the game reaches a better state of balance.

    I WANT to be scared. I WANT to fear the killer. I WANT the escape I got to feel genuinely earned. I feel none of those things at the moment, and I think that's a problem with DBD. Every killer should be a threat and require effort on the part of the survivors to overcome as a collective. For this to happen, self-sufficiency of survivors needs to go way down, maps need to be rebalanced, and killers need to be more threatening. You should never, -ever- feel safe if you're being targeted by the killer. Those are just my 2 cents, though.

  • MongByeolBuddiesMongByeolBuddies Member Posts: 132

    Thanks for the feedback.

    I'm all for smaller maps, and the Devs did say the upcoming map reworks will have more mindgameable loops and fewer strong loops, which sounds good.

    The problem with changes that benefit all killers is that they don't balance out the killers. You're still handicapping yourself if you don't pick one of the top ranked killers.

    Take the EGC, for example. The fast and strong killers -- Nurse, Hillbilly, Spirit -- can patrol the exit gates better and find the hatch better than the slower killers.

    By adding a new killer stat that can boost slower movement speed killers, the huge advantage that fast killers have can be slightly balanced. That's why I think Destructive Force would be a good addition.

  • StarMoralStarMoral Member Posts: 816

    Using what we have now, I'd say BBQ and Thrilling Tremors might help a bit. Sadly not all killers can have the same pressure as a Spirit or a Trapper if you really stretch it.

  • MochanMochan Member Posts: 2,886
    edited June 2019

    I'm totally against small maps.

    The only way for survivors to win in cramped quarters is to have someone loop the killer forever while everyone else finishes gens. There is no room for any other kind of tactical maneuvering.

    I thought that was the kind of game killers wanted to move away from?

    Your suggestion to make maps smaller will have the exact effect you are trying to avoid: an action run and gun game.

    I do not understand your logic.

    And actually, what you are suggesting: tiny maps with no safe loops, basically means GG Killer every game. No survivors would be left to play with. What survivor would want to play such a hopeless, masochistic game?

    Solutions are to nerf looping, yes, but also to provide more tools to avoid and survive against the killer. Generator objectives also need to be looked at, they are woefully insufficient. Gens need less time sitting on them to finish, but more things to do to get them to work - as others have suggested some additional objective needs to be incorporated, something that requires survivors to run around the map (like getting gas, for instance).

  • AStupidMonkeyyAStupidMonkeyy Member Posts: 718

    Just add 5% gen regression per kick and make it half a second. Easy fix. No need for a band-aid perk.

  • BadMrFrostyBadMrFrosty Member Posts: 534

    To turn this into an actual horror game, a lot would need to change. With respect to what we have now, an action game, smaller maps are likely better in the long term. This game would need a massive overhaul to become a true horror experience.

  • ba_tetsuoba_tetsuo Member Posts: 286

    I've been saying this a lot lately. Gens shouldn't stop regressing until you've hit a skill check.

    As for speed of repair, being injured should have some effect on survivors. Even if its just a 5% reduction to vaulting, healing and repairing.

    Those 2 changes would go a long way towards slowing the game down.

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