Alot of perks should be implemented into base game...
After 5 years there is way too many perks. Majority of perks were implemented as a bandaid for certain problems at the time.
A big chunk of them should be added to base game (and nerfed/adjusted so that the game feels fair).
There is a reason why you always see exhaustion perks, BT/DS, UB/Deliverance or some sort of healing perks on survivors.
On killer side you have slowdown perks, information perks and prior to boons anti healing perks.
Gens speed / Game progression
- You could set a timer on how long the game can be. Then you can adjust gen time based on how much of the objectives both sides have done.
- You could reduce total amount of gens, every gen spawns broken. You have to find all required parts before you can start fixing it. All survivors gain an extra inventory slot to exclusively carry parts to generators. (Alternatively: Gens spawned broken, you have to find parts in bad condition in workbenches then simply insert them into the gen. After all parts are inserted gen is finished.)
I feel like if you changed survivors objective like this or similar way, perks that change repairing gens would be pointless.
Healing
Self care should be implemented into the base game (but medkits can only heal others, with exception or the 2 best addons)
Alternatively make 2 CoH spots on the map that allows you to heal 1 health state (per spot not per person) could work as UB or normal heal.
- Survivors should see the spots
- Spots respawn once used right away or after x seconds
- Spots are waaay smaller than boon radius, idk how big tho
Unhooking
- Make BT base maybe reduce duration to 6/8s if it feels like it's too strong.
- Make it so that killer can't use power in small radius around the hook while someone is hooked and x seconds after they are unhooked. (To discourage camping with certain killers)
Exhaustion/Running
Make it so that survivors have built in stamina bar. You can choose to run at accelerated speed. Fast actions such as vaults and entering the locker also uses Stamina.
You lose less Stamina while you are not in chase/killer doesn't know where you are. (Sort of like revealing ghost face for killers if you survivor is in the middle of the screen of killer they have normal Stamina depletion)
Stamina bar doesn't recharge until x second after You lose chase. It starts recharging at slower rate when you get downed/being carried.
Perks
There should be at the very least every month / every chapter perk adjustments whether its a buff or nerf. Sometimes adjustments could be merging and splitting of the perks. Example: merging solidarity and autodidact.
Merging and splitting shouldnt happen until x amount of time after release.
Blessings
Entity feeds off hope and therefore should give survivors when there is none. Adding an in game mechanic that would give survivor False Hope in dire situations. This shouldnt necessary happen every game. Could be a way to integrate perks into the game.For example:
- You have been crawling on the ground for solid minute and nobody picks you up. Entity can reach out to you and heal you to healthy state at the cost of one hook state. Its up to you to decide if its worth it. (This would also work if you have been hooked twice. Possibly permanent broken status in that scenario)
- When there are 2 survivors remaining and amount of gens remaining is higher than 2. Entity will reduce amount of remaining generators to 2. This will cost survivors all their remaining hook states, if survivor doesnt have any hook states left at the time they will be permanently broken/exposed for the rest of the match.
- If you are the last survivor remaining you can get the key, but your aura is revealed to the killer until they are x meters away. (Alternative: You get the key, but you are rancored.)
Removing useless addons/offerings/items
Speaks for itself there is no reason to run any offerings that are not giving you 100% bloodpoints. Too many items variations and addons on survivor side.
Comments
I'm becoming more and more convinced that this is the way DbD needs to go in order to experience it's next evolution. This kind of stuff would open the game up so much more - and give it so much more room to grow. I was defensive of the proposal at first, but after running the same perks over and over again Esp on Survivor Side (because I have to, not because I want to), I've opened myself up to this.
I think at a Minimum, the following perks need to be base kit in some way:
SURVIVOR - Slugging, tunneling and camping affect the experience so much that I have to play "defensive perks" just to mitigate the possibility one of these things may happen. They don't enhance my experience, they just let me play the damn game.
KILLER - I have to run GenSpeed perks just to give me some more time for chases and the possibility of a win (2k+).
Gen speed / Game progression
Healing
Hooking
Exsaustition/running
Perks
Blessings
Bump
I agree overall. Some ideas are too wild for the devs but yeah.
Survivors run perk not because they want to, but because they have to in order to be able to play for a bit. That's insane. You need perks to have a normal match. tf?
Killers are in same department on what they MUST run for a decent match. Though they're on the other hand, dictacting what survivors need to run by their rampant abuse.