make corrupt intervention basekit

the main issue with genspeeds is spawns.


Survivor spawns can be legit broken and lethal pursuer exposed this.


if corrupt intervention was basekit it would solve the genspeed problem without fixing spawns and puts less stress on the dev team. instead of changing 20 different spawn locations per map all they have to do is block 3 gens for X seconds.


So I'm thinking basekit CI blocks 3 gens for 60 seconds.


and then perk CI adds onto basekit CI and can now block 1 additional gen and adds an additional 60 seconds.

Comments

  • Never really considered making any perks base kit. I've always thought this could lead to some powerful stacking. And welcome back.

  • Stacking more powerful abilities? No Thanks. its ok as it is.

  • Welcome back!

    That is a good idea, at least until they finally give us the early game warm up that was promised ages ago

  • Well this could be broken imo, something has to be done to help killer in the early game, but that could be very very strong. Corrupt/Pop/Lethal Pursuer is a super strong combo, and that change would give a perk slot to perform at the start.

  • Would not be good for Hag and perhaps also Trapper, they need to set up and not have survivors directly coming to them and destroy traps within seconds.

  • @DBD78 said:

    Would not be good for Hag and perhaps also Trapper, they need to set up and not have survivors directly coming to them and destroy traps within seconds.

    corrupt intervention is literally a must for trapper

  • I generally don't like much CI, unless on Trapper, so no thanks. I prefer a lot Whisper for early game pressure.

  • honestly this doesn't seem like a bad idea.

  • @[Deleted User] said:

    I'm more fond of:

    3 Gens start the Trial in disrepair.

    Generators in disrepair require a part to begin repair.

    Chests can be rummaged to find a part.

    BNP can be substituted as a part.

    Corrupt Intervention blocks Generators in disrepair for the same duration as now, and informs you immediately as to which Generators are in disrepair.

    But this does require more effort.

    Actually not a bad idea, both Tony's and your ideas are pretty good, hopefully will make the killer experience a little less stressful

  • I wouldn't be against it but it would be for a very short duration, like 20-30 seconds and if you want it to last longer you use corrupt, this would help killer who just got into a chase, get a hook and instantly have 1 gen done, it really would help, 20-30 seconds wouldn't be OP and would overall help every killers a lot

  • how about no???

  • No no no....nothing basekit. Except cypress mori.

    No free kindred, no free ruin, no free Corrupt.

    The chess match is in synchronizing a build with your skill and playstyle.

  • @Clevite said:

    No no no....nothing basekit. Except cypress mori.

    No free kindred, no free ruin, no free Corrupt.

    The chess match is in synchronizing a build with your skill and playstyle.

    Heres a real hot take for you. I think BBQ, Ruin, and the BP part of we're gonna live forever should just be baseline.

    • Double bloodpoints for everyone for obvious reasons, rewarding killers for spreading their attention to all survivors baseline, and encouraging altruistic playstyles baseline.


    • Baseline aura reading as a built in anti-camping mechanic that gives new avenues for survivor perks to interact with a killer while simultaneously increasing the skill cap of killer by allowing them to identify perks based on when they can see auras, reduce aura exposure to 3 seconds and allow perks to block it innately. Baseline range of activation reduced to 32 meters.
    • For example Distortion will always block it, but it will not consume any tokens. Other perks could be Repressed Alliance, blocking your aura when a generator you've blocked is active. Left Behind/Sole Survivor blocking your aura when you are the last survivor. Empathy, For The People, Babysitter blocking the aura when near teammates. Self-care, Bite the Bullet blocking your aura while healing. (Keep in mind this would only be for the BBQ-esque auras, all other killer perks would work as intended.) Giving windows for survivor skill that more easily fit into their perk choices consistently throughout the match. OoO would prevent any perks from blocking their aura no matter what. (Again, only for the BBQ-esque auras.)


    • Ruin with no hex totem baseline to provide a small cushion of gen defense and also reward the killer for generating pressure, thereby reducing the necessity of such perks, passively buffing other perks. Encouraging build diversity. Tune remaining gen defense perks down to be more reasonably in line, reducing their overall feeling of oppression.
    • Passively reduces the compulsion to tunnel/camp/slug gratuitously as each second of pressure on a survivor is now much more valuable than previously, reducing the need to actively suppress nearly the entire team for effective gen pressure at any given moment. Simultaneously increasing the weight of every decision a survivor makes while repairing generators, making the objective more engaging overall.
    • Remove kick as baseline ability, have it be unique to those perks that require breaking a generator.


    And before anyone comes in here with an ad absurdum argument of "Well then people are just gonna stack 4 defense perks or 4 tracking perks on top of X/Y". Yeah, obviously some people are going to do that, but that shouldn't cause other, more healthy avenues of gameplay to be shut down just for the fringe minority of cases.

    Also if you want to talk about chess, you should probably consider that there are 69,352,859,712,417 possible games to be played after just 5 moves. And chess is an infinitely more simple, and balanced game compared to DBD.

  • The return of Lord Tony.

  • Corrupt intervention basekit would be very nice

    example:

    Basekit duration being 60 seconds.

    Perk duration at tier 3 reduced by 60 seconds. 40/50/60 (?


    Just as old Brutal Strenght, people who uses it, no notice difference.

    people who don't use it will be happy.

  • @BenihimeWrath said:

    https://forum.deadbydaylight.com/en/discussion/comment/2316996#Comment_2316996

    Heres a real hot take for you. I think BBQ, Ruin, and the BP part of we're gonna live forever should just be baseline.

    • Double bloodpoints for everyone for obvious reasons, rewarding killers for spreading their attention to all survivors baseline, and encouraging altruistic playstyles baseline.
    • Baseline aura reading as a built in anti-camping mechanic that gives new avenues for survivor perks to interact with a killer while simultaneously increasing the skill cap of killer by allowing them to identify perks based on when they can see auras, reduce aura exposure to 3 seconds and allow perks to block it innately. Baseline range of activation reduced to 32 meters.
    • For example Distortion will always block it, but it will not consume any tokens. Other perks could be Repressed Alliance, blocking your aura when a generator you've blocked is active. Left Behind/Sole Survivor blocking your aura when you are the last survivor. Empathy, For The People, Babysitter blocking the aura when near teammates. Self-care, Bite the Bullet blocking your aura while healing. (Keep in mind this would only be for the BBQ-esque auras, all other killer perks would work as intended.) Giving windows for survivor skill that more easily fit into their perk choices consistently throughout the match. OoO would prevent any perks from blocking their aura no matter what. (Again, only for the BBQ-esque auras.)
    • Ruin with no hex totem baseline to provide a small cushion of gen defense and also reward the killer for generating pressure, thereby reducing the necessity of such perks, passively buffing other perks. Encouraging build diversity. Tune remaining gen defense perks down to be more reasonably in line, reducing their overall feeling of oppression.
    • Passively reduces the compulsion to tunnel/camp/slug gratuitously as each second of pressure on a survivor is now much more valuable than previously, reducing the need to actively suppress nearly the entire team for effective gen pressure at any given moment. Simultaneously increasing the weight of every decision a survivor makes while repairing generators, making the objective more engaging overall.
    • Remove kick as baseline ability, have it be unique to those perks that require breaking a generator.

    And before anyone comes in here with an ad absurdum argument of "Well then people are just gonna stack 4 defense perks or 4 tracking perks on top of X/Y". Yeah, obviously some people are going to do that, but that shouldn't cause other, more healthy avenues of gameplay to be shut down just for the fringe minority of cases.

    Also if you want to talk about chess, you should probably consider that there are 69,352,859,712,417 possible games to be played after just 5 moves. And chess is an infinitely more simple, and balanced game compared to DBD.

    I appreciate your well presented, well thought out response.

    But, I'm a minimalist by nature. And, hence don't believe anything in this game should be free. You get 4 perk slots, decide on what you want and go to battle.

    Now if you want more than 2 members swfs docked a perk slot for each subsequent member, I'm OK with that.

  • There is no gen speed problem. It's called survivors playing well and efficiently.

    When people play well it doesn't mean the game needs nerfing.

    Maybe you just need to lose and depip and maybe you'll face players that are more equivalent to your skill.

  • @QwQw said:

    The return of Lord Tony.

    No, The Return of the King.