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Who else thinks corrupt intervention should be basekit?

Lord_TonyLord_Tony Member Posts: 2,109

The first 2 minutes of the game are incredibly stressful and the spawns don't help. If you ever use lethal pusuer you'll see things like 3-4 survivors spawning at 3-4 different gens and or LIT totems.


So immediately that hex ruin is gone in 10 seconds across the map and 3 survivors have got 3 gens at 50% progress before you even slowly run all the way over to the gen.


Corrupt intervention fixes this problem. Games no longer feel like they are being genrushed and Instead of the devs manually going to every single map and different variation and editing the spawn points which could take months to do the most simple solution would be just making corrupt intervention basekit.


Now the other solution would be slowing down gen speeds but that's just not fun and will provide much more boring gameplay. Corrupt spices the game up a bit.

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Comments

  • AltarfAltarf Member Posts: 1,043
    edited July 2021

    I wouldn't say Corrupt Intervention itself, but something needs to be done to the early game. I'd change survivor spawns so that they ALWAYS spawn within 10~ metres of at least one other survivor, and spawn 10~ metres away from a generator.

    Then, include Scott Jund's trial warmup idea. Honestly, I think the only reason they haven't implemented that is because they don't want to look like they're stealing his idea, because BHVR doesn't like to compare their balancing knowledge to us lowly players.

  • GannTMGannTM Member Posts: 9,629

    And solo que survivors have a complete disadvantage with lack of communication. Instead of nerfing SWF I think it would be best to buff killer’s overall and buff the information solo que survivors get.

  • Marc_go_soloMarc_go_solo Member Posts: 2,991

    Rather than Corrupt Intervention, an additional action (like finding a part for a generator to get it working) would improve the start.

    Corrupt is a very strong perk at the start, and making it basekit with an additional 4 perks is probably too powerful.

  • Lord_TonyLord_Tony Member Posts: 2,109
    edited July 2021

    "Technically speaking Corrupt Intervention does not impact gen speeds at all."


    true but survivors aren't on gens literally at 0 seconds when the match starts


    they'll have to run around and look for the next available gen and this on average could take them 10-30+ seconds. It feels more fair.


    There is no way 1 killer can pressure 4 gens at the start of the match it's impossible.

  • HaunterofShadowsHaunterofShadows Member Posts: 3,552

    .......no

  • Lord_TonyLord_Tony Member Posts: 2,109

    So comms being basekit despite being worth 20+ info perks is fine? Killers are not balanced around it and have no compensation for it.


    I don't understand

  • Warcrafter4Warcrafter4 Member Posts: 2,917

    I think a 30 second long version of it could be base kit with the full two minutes still being a perk.

    Its mainly just to slowdown the pre-spread spawns and nothing else.

  • elpohelpoh Member Posts: 222

    me, 60 seconds basekit.



    then nerf the perk duration by 60 seconds.

  • CheeseAntonCheeseAnton Member Posts: 882

    I don't know how stupid this might sound, but imagine if Corrupt was slightly base-kit. Corrupt as we know it would still be in the game, the farthest generators are blocked for 120 seconds, but base-kit it's 15 seconds.

    This way there still is some use to it, 15 seconds may not sound like much but in a game where every second counts it could be useful. It wouldn't be OP, as having 3 gens blocked for 2 minutes sounds a little unfair if a perk wasn't equipped. Finally and most importantly, I think it'd be funny to have situations where survivors think they can just wait out 15 seconds for the gen to get unblocked, then realize the killer actually brought Corrupt so they just wasted 15 seconds doing nothing practical.

    It's a bit useful but isn't OP, and I think allowing killers 15 seconds to get to the opposite side of the map is fair.

  • IliketoplaykillerIliketoplaykiller Member Posts: 352

    I don't think it should be basekit but I've replaced ruin with ci since totems always get knocked out now.

  • PhasmamainPhasmamain Member Posts: 10,206

    I think it’s fine. We now have two great early game perk options in lethal pursuer and corrupt. The killer is supposed to be weak in early game because they get stronger in the late game

  • papabear2009papabear2009 Member Posts: 115

    I want something different to slow down the early game than just making a perk base kit, like adding a new type of gameplay for survivors to do at the start instead of just hold M1. Just adding a perk into the base kit just seems a little lame to me.

  • bibibib8bibibib8 Member Posts: 844

    I dont think base corrupt is need but i think the dev should do something about the first 2 minute of a match because the only way for a killer to not get 2 gen done at the start is corrupt. Maybe the first gen take doublr the time or thing like that

  • Ink_EyesInk_Eyes Member Posts: 504

    Or make kicking generators something actually worth doing without needing to run pop.

  • StibbityStabbityStibbityStabbity Member Posts: 1,678

    I'm going to go out on a really crazy limb here and say that I actually don't see the big issue with CI being basekit, though I would make it a lesser form (maybe only two gens blocked and CI would block a third for the normal tier times). It's actually not strong on ALL killers, and it doesn't always even work as intended. It would potentially solve the issue of how slow and rough a trial can be from the start of the match as well.

    That said, I'd also want to make a lesser form of Kindred basekit for Survivors as well, which would help Solo Q with intel issues and how they don't perform at SWF+comm levels. Maybe a version where they can see the Killer but not each other, and running Kindred would increase the radius as well as show the other Survivors.

    I can totally get anyone not liking the idea, but I DO think some drastic measures will eventually need to be taken to start combatting some of the problems with overall gameplay.

  • MrPsychMrPsych Member Posts: 121

    I feel the problem with putting Corrupt Intervention basekit in some nerfed form would be that in so doing, you likely neuter the actual perk out of existence as well. Not to mention that survivors wouldn't know whether the gen would be blocked for only a few seconds or for two whole minutes.

    Putting it basekit in its actual form? No way in hell. That perk is 5 stars material and you better use a perk slot if you want it.

    I had a dumb idea for a secondary objective for the survivors and that would involve finding a part in order to activate the exit gates. There would be two of them in a trial (one for both gates) and they would be in chests. One of them would always spawn in the basement chest, the other would be in a random chest somewhere. My main concern with this would be that this would probably create lots of confusion for the end game as to whoever holds the parts and what not.

  • CheeseAntonCheeseAnton Member Posts: 882

    Not to mention that survivors wouldn't know whether the gen would be blocked for only a few seconds or for two whole minutes.

    That's a good thing, though. Everyone knows Killer sucks early game, so having a bit of a mindgame at the beginning is good for them. If they find out it is CI they wasted a few seconds which buys killer time to do stuff. I really don't see the problem here.

    I keep thinking about it, and I just can't find the problem with Survivors not knowing if it's CI or Basekit Corrupt.

  • Starr43Starr43 Member Posts: 866

    Corrupt is overrated but that’s just my personal opinion from playing with and against it.

  • DrywatrDrywatr Member Posts: 135

    20 perks my ass. Swf can be annoying but most swf are stupid ultra altruistic players. You want corrupt? Bring the perk its not that hard. There isnt a single perk in this game that should be basekit

  • Mr_MadnessMr_Madness Member Posts: 882

    Tbh just wish survivors would stop spawning near gens and have some how to make gens not pop so fast early game and this some from a survivor who grinds blood points for killer.

  • ukenickyukenicky Member Posts: 1,351

    Something needs to be done about early game but this isn't it. This is too powerful.

    Killer doesn't need a crazy early game buff. The start of the match is when the killer is weakest for a reason. It gives survivors a chance to get situated. Killer will almost always have the element of surprise and that can't be underestimated.

    I think BHVR needs to start by looking at the absolutely cracked survivor spawns. There's no reason that when I load in with my friends, we practically all start on our own personal generators. This can also be said for Hex totems. Spawning right next to a lit totem is such a joke. Surely they can implement something in the spawn generation code so that survivors will never spawn next to lit totems and at least a little bit away from a generator instead of literally RIGHT next to one.

    Also I'd like to say Shroud of Separation is such a joke as a Killer offering. It's cute as a horror trope, starting survivors all split up but my god is it so counterintuitive since it basically puts every survivor on their own personal gen. What would be cool is a Killer offering that starts Survivors as far away from generators as possible, similar to the offering Survivors get that spawns them as far away from the killer as possible.

    There's so much that can be done and I'm hopeful BHVR will explore some ideas before resorting to touching gen times since that could be a ton of work potentially adjusting numbers for every perk and addon that affects gen speeds.

    I've never really heard this idea before but what if they added another 2 generators to the current 7; there would be 9 generators total and survivors would need to complete 6 (1 extra)?

  • TheClownIsKingTheClownIsKing Member Posts: 6,278

    No

  • ThiccBudhhaThiccBudhha Member Posts: 6,975

    Perhaps a weaker version of it and the actual perk gets a slight buff. I feel that just fixing the spawns would probably go further to actually addressing the issue, however.

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