So, 2 free survivor perks are base... when can we see killer get the same treatment?

The developers have already implemented a basekit Borrowed Time perk to survivors so that they cannot be tunneled out of the game as a killer tries to push his objective, but now they are thinking of implementing a basekit Unbreakable?

This to me is way overkill, especially since we have yet to see the killer side get any of the same treatment of a free perk at basekit. I mean the least they could do is make Shattered Hope basekit for killer but sadly killers arent getting any of these "here is a free basekit perk" treatment.

IN MY OPINION (dont get to worked up), I believe if survivors get borrowed time AND unbreakable at basekit, then killers should at least get Shattered Hope and Ruin at basekit as well, this would mean BOTH sides get special treatment for free perks and one side doesnt get visibly favored. Thoughts?

Comments

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/3243695#Comment_3243695

    Tbh, I never thought about something like this. Base regression is painfully slow, but if each piston locked into place once its fully repaired, regression speeds could be touched. I don't know if I would actually want that as a killer, as more then just a few games have been snatched out of the survivors hand by continuously regressing the same gen over and over, downing a survivor, hooking them on a painRes hook, coming back to the gen, rinse, repeat. A lot of this games would not have been manageable if the gen couldn't regress below a certain point, but maybe this is the kinda change, the breath of fresh air, that the game could need. Its definitely worth discussing and bringing to BHVRs attention.

    I also have an idea that each extra check point completed, the next section progress faster.

    image.png

    For the math, if survivors do section 1 of 6 Gen (180sec) and section 2 of 5 Gen (120sec), total of 300sec.

    It would be the same to survivor do section 1 of 5 Gen (150sec) and section 2 of 5 Gen (150sec), total of 300sec).


    The idea is

    • Encourage survivors to spread Gen, so later sections are easier to work on.
    • x3 regression to give Gen kick meaningful
    • Prevent 3 Gens play
    • Check points to make Gen kick not op
    • Check point & later section boost can help remaining survivors because a section can only take 18sec to complete, even if one early tunneled out.


    Example:

    image.png

    If killer decides to only patrol Gen 1-2-3 to make 3 Gens play. Survivors can complete section 1-2 of Gen 4. Because 6 Gens has section 1 complete, Gen 1-2 only take 24sec to complete section 2.

  • @CosmicScarab said:

    https://forum.deadbydaylight.com/en/discussion/comment/3201886#Comment_3201886

    That includes low MMR, where killers dominate. The game should be balanced around high skill, because low skill players will eventually get good at the game and rise to high MMR while the reverse doesn't really happen.

    Also if we purely look at stats with no context then I suppose nurse should get a huge buff and pig a big nerf?

    BHVR’s data showed kill rates are highest in mid-high to high MMR.

  • @Legionair11111 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3201712#Comment_3201712

    We did not get the same treatment. Killers did not get any meta perks basekit at all, the game objectives and chases got reworked and balanced.

    Why do you think that if survivors got two perks basekit, killers need these as well? What counts is not WHICH changes each side gets. You dont have to give both sides the same treatment, as long as both sides get the same results out of their unique treatment. Killers got an overall buff, thus raising the killrate to 60%. Survivors got two perks basekit. That is a way better thing to do to balance the game.

    Think about it like this: if you give survivors two strong perks basekit, and then retrospectively killers two strong perks basekit, did you rebalance anything? No, you just buffed both sides by the same amount, so the game has the exact same problem as before. But if you give both sides something unique, you can adjust their strenght independantly.

    Its like saying: oh, but killers have a special power, when do survivors get one?

  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/3205258#Comment_3205258

    Its not how it work. Its always 0.25 charge per sec. 80 or 90 charge doesnt change the speed.

    You said like 90 charge makes regression slower, like it takes more times to run 90m than to run 80m...

    Longer Gen is what killers always want. Regression speed should not be fast because its possible to have a Gen regressed from 90 to 0. Something like if you dont hit a survivor for too long they gain back a hook state.

    Gen should have check point, at least 30sec & 60sec. Gen doesnt not regressed further than the check point. After that Gen regression speed can be x3 faster. They can easily lose 30sec, but not losing more.

    I know... But it still takes longer for a Gen to regress due to the extra charges

    .25 on 80 charges is still faster then .25 on 90 charges

    progression works the same way...

    Survivors don't want to sit on Gens (even though it's their objective) so 90 charges isn't that good of a change vs 80 charges

  • @Legionair11111 said:

    The developers have already implemented a basekit Borrowed Time perk to survivors so that they cannot be tunneled out of the game as a killer tries to push his objective, but now they are thinking of implementing a basekit Unbreakable?

    This to me is way overkill, especially since we have yet to see the killer side get any of the same treatment of a free perk at basekit. I mean the least they could do is make Shattered Hope basekit for killer but sadly killers arent getting any of these "here is a free basekit perk" treatment.

    IN MY OPINION (dont get to worked up), I believe if survivors get borrowed time AND unbreakable at basekit, then killers should at least get Shattered Hope and Ruin at basekit as well, this would mean BOTH sides get special treatment for free perks and one side doesnt get visibly favored. Thoughts?

    killers do not need any extra help. The game is already to easy for us. With soloq being busted as hell how are you having any difficulty at all. Maybe you need to stop tunneling and start applying map pressure. Excessive tunneling is why BT became basekit, there is only a few circumstances where tunneling a survivor out is needed and if your in one of those bt doesn't stop you from doing it.

  • @Barbarossa2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3243730#Comment_3243730

    Im not argueing for it but isnt 60% basically the 2 kills per game the devs want?

    Two and some change, yes.

  • @Tostapane said:

    https://forum.deadbydaylight.com/en/discussion/comment/3201783#Comment_3201783

    in that case it would be perfectly balanced since nurse relies on her blinks to catch people (after blinking no matter what, you'll have the SAME cooldown since fatigue isn't affected by STBFL). if you are caught by a walking nurse then you deserved to being downed

    Yeah ok, but my hypothetical situation still works, imagine applying and 8 stack of STBFL on spirit or blight

  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/3243716#Comment_3243716

    I also have an idea that each extra check point completed, the next section progress faster.

    https://us.v-cdn.net/6030815/uploads/GOD3PYIIHPCH/image.png

    For the math, if survivors do section 1 of 6 Gen (180sec) and section 2 of 5 Gen (120sec), total of 300sec.

    It would be the same to survivor do section 1 of 5 Gen (150sec) and section 2 of 5 Gen (150sec), total of 300sec).

    The idea is

    • Encourage survivors to spread Gen, so later sections are easier to work on.
    • x3 regression to give Gen kick meaningful
    • Prevent 3 Gens play
    • Check points to make Gen kick not op
    • Check point & later section boost can help remaining survivors because a section can only take 18sec to complete, even if one early tunneled out.

    Example:

    https://us.v-cdn.net/6030815/uploads/WE2E234F56A0/image.png

    If killer decides to only patrol Gen 1-2-3 to make 3 Gens play. Survivors can complete section 1-2 of Gen 4. Because 6 Gens has section 1 complete, Gen 1-2 only take 24sec to complete section 2.

    I don't agree or disagree, i've won many games because of a 3 gen, survs argue killers need to be careful what hooks they use, i think that same should apply to what gens survs repair.

    My changes would be to make a gen regress when not being repaired to one of your percentage points, and/or prevent survs from 0.1 sec repair to stop a regression.

    Granted it's harder to stop a 3 gen for survs as you can't control what others repair, (on solo anyway) but i think that more so shows that they need a emote wheel.


  • @Carth said:

    https://forum.deadbydaylight.com/en/discussion/comment/3206880#Comment_3206880

    Invincibility on top of endurance? So I can bodyblock twice for my teammate and still have a third health state plus an exhaustion perk combod with old DS and the potential for a reset via DS in order to use DH for a total of four - five health states on unhook?

    I agree with most of your points but that sounds absolutely ridiculous for swf unless it also comes with the stipulation that endurance and this invincibility state make you lose collision so you can't bodyblock with them.

    First it has to be noted that those changes are meant to make tunnelling much less effective and attractive, something that does require pretty drastic changes to accomplish, and something that as I've said would of course have to be compensated for with buffs to other aspects of killer gameplay since the game simply isn't balanced for the idea of getting your first kill nine hooks into a match, not when both sides are comparable in skill and experience. A few of the killer characters can do that, but even those not very consistently.

    I think having the 10 seconds of unhook protection be invincibility instead of endurance is important because currently, the killer can just hit the survivor off hook instantly and nullify BT, OTR and DH all at once, as well as things like Adrenaline, Renewal, For The People, and Styptics/Syringes. Hard-tunnelling killers will simply hit off hook and keep chasing without a lot of distance made, and so while the unhook endurance has thankfully rid us of "farming off hook", it has not made tunnelling any less prevalent (if anything it is more prevalent now, with DS having been nerfed). With invincibility instead, killers would have to always wait out the 10 seconds if they want to tunnel, and then still deal with potential anti-tunnelling perks.

    But you're right, the unhooked survivor's collision and hit boxes should definitely be removed during those 10 seconds.

  • @Legionair11111 said:

    The developers have already implemented a basekit Borrowed Time perk to survivors so that they cannot be tunneled out of the game as a killer tries to push his objective, but now they are thinking of implementing a basekit Unbreakable?

    This to me is way overkill, especially since we have yet to see the killer side get any of the same treatment of a free perk at basekit. I mean the least they could do is make Shattered Hope basekit for killer but sadly killers arent getting any of these "here is a free basekit perk" treatment.

    IN MY OPINION (dont get to worked up), I believe if survivors get borrowed time AND unbreakable at basekit, then killers should at least get Shattered Hope and Ruin at basekit as well, this would mean BOTH sides get special treatment for free perks and one side doesnt get visibly favored. Thoughts?

    Killers received an entire patch. Your objective is to hook survivors and you don't go after the one that just did the unhook? Skill issue, perhaps.

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