Basekit game changes that are needed

Over the years, a lot of killers and perks were made as a band-aid fix for a core problem in the game. There is a reason why perks like Shoulder The Burden are problematic. STB was made to help solo Q struggling with oppressive killers, but this perk hurts other killers, especially when facing a well-coordinated SWF. Band-aid fixes should be getting replaces by proper fixes.

List of things I feel like the game needs to fix some underlying core issues:

  • Corrupt Intervention basekit. A simple solution to fix the killer losing gens too fast at the start. You could also make it so that the gens are unblocked only if X amount of gen progress is done on any other gen, to prevent the survivors from waiting/stealthing it out
  • Spawns fixed: killer never spawns in the middle of the map anymore, letting the chance decide if they'll find the survivors right off the bat, or only when a gen is already done. Killer should always spawn somewhat close to the edge of the map, to always be able to have a general idea of where to find survivors
  • Connecting to the previous suggestion, all offerings that alter survivor spawning place should be removed, retired or reworked. The purple shroud offering is most useful in coordinated SWFs, so it exponentially burdens the killer. Other survivor shroud offerings are kind of useless, and killer's offering is only useful if the killer correctly guesses that they're facing a coordinated SWF that brought the purple shroud.
  • Thankfully you're reverting the off-hook endurance to 10 seconds. I would also like it if every hook stage went back from 70 to 60 seconds. From experience, 70 is too long, and means nothing, if the survivors aren't attentive.
  • What would really help would be if we would be able to see our teammates' perks in a non-disruptive way. Currently, we have to press TAB, which obscurs the screen, and stops whatever action is taking place (e.g. gen repair). Letting us press a key, and then the perks etc. just pop up on the regular game screen, next to our teammates, would be much better. We could check perks mid-chase, too.
  • Connecting to the previous point, it would also be nice if we could see the perk current state for our teammates too. Status ailments too. Like, how much longer until the broken effect is gone, how much longer until a teammate's blast mine is charged, how much of the medkit/flashlight on the teammate is still remaining. Sometimes we position ourselves to be flashlight saved, not knowing that our teammate's flashlight is empty. Or we unhook someone with a medkit, and let them heal themself, not knowing that their medkit is spent already. Seeing whether Deliverance or Clean Break is charged would help a lot too. ALL of these things are things that coordinated SWFs know and can easily communicate. Bridging the gap between SWFs and solo Q is a must. Otherwise the game is too hard to balance.

Of course, there are more things that would fix some core issues, but these are a good place to start. Thank you for reading!

Comments

  • The best opportunity possible to make pain res basekit with them changing mmr from kills to hooks hopefully. WAY more healthy for the game and long overdue.

  • @Royval said:

    The best opportunity possible to make pain res basekit with them changing mmr from kills to hooks hopefully. WAY more healthy for the game and long overdue.

    rather than pain res basekit I'd like to see either basekit og thanatophobia where every injury slows down the gen and heal (idealy 5-20% per stack) or make every fresh hook increase permanent charges on the generator by 2 (reverse fast track basically).

  • Wow, you really want killer que times to go from ten minutes to twenty.

  • @Alen_Starkly said:

    Over the years, a lot of killers and perks were made as a band-aid fix for a core problem in the game. There is a reason why perks like Shoulder The Burden are problematic. STB was made to help solo Q struggling with oppressive killers, but this perk hurts other killers, especially when facing a well-coordinated SWF. Band-aid fixes should be getting replaces by proper fixes.

    List of things I feel like the game needs to fix some underlying core issues:

    • Corrupt Intervention basekit. A simple solution to fix the killer losing gens too fast at the start. You could also make it so that the gens are unblocked only if X amount of gen progress is done on any other gen, to prevent the survivors from waiting/stealthing it out
    • Spawns fixed: killer never spawns in the middle of the map anymore, letting the chance decide if they'll find the survivors right off the bat, or only when a gen is already done. Killer should always spawn somewhat close to the edge of the map, to always be able to have a general idea of where to find survivors
    • Connecting to the previous suggestion, all offerings that alter survivor spawning place should be removed, retired or reworked. The purple shroud offering is most useful in coordinated SWFs, so it exponentially burdens the killer. Other survivor shroud offerings are kind of useless, and killer's offering is only useful if the killer correctly guesses that they're facing a coordinated SWF that brought the purple shroud.
    • Thankfully you're reverting the off-hook endurance to 10 seconds. I would also like it if every hook stage went back from 70 to 60 seconds. From experience, 70 is too long, and means nothing, if the survivors aren't attentive.
    • What would really help would be if we would be able to see our teammates' perks in a non-disruptive way. Currently, we have to press TAB, which obscurs the screen, and stops whatever action is taking place (e.g. gen repair). Letting us press a key, and then the perks etc. just pop up on the regular game screen, next to our teammates, would be much better. We could check perks mid-chase, too.
    • Connecting to the previous point, it would also be nice if we could see the perk current state for our teammates too. Status ailments too. Like, how much longer until the broken effect is gone, how much longer until a teammate's blast mine is charged, how much of the medkit/flashlight on the teammate is still remaining. Sometimes we position ourselves to be flashlight saved, not knowing that our teammate's flashlight is empty. Or we unhook someone with a medkit, and let them heal themself, not knowing that their medkit is spent already. Seeing whether Deliverance or Clean Break is charged would help a lot too. ALL of these things are things that coordinated SWFs know and can easily communicate. Bridging the gap between SWFs and solo Q is a must. Otherwise the game is too hard to balance.

    Of course, there are more things that would fix some core issues, but these are a good place to start. Thank you for reading!

    I'd agree with everything except for corrupt intervention basekit, but purely because I just don't like the idea of basekit corrupt, it feels too much like a bandaid fix imo, though I can't suggest any alternative.

    Imho last point would be hard to implement properly, most likely icons of perks will be smaller for teammates, so any showcase of their current state, as progress or tokens, will be even harder to see. Though if it's possible to do, that would be ideal

  • @Artimenius1307 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/470404/basekit-game-changes-that-are-needed

    I'd agree with everything except for corrupt intervention basekit, but purely because I just don't like the idea of basekit corrupt, it feels too much like a bandaid fix imo, though I can't suggest any alternative.

    Imho last point would be hard to implement properly, most likely icons of perks will be smaller for teammates, so any showcase of their current state, as progress or tokens, will be even harder to see. Though if it's possible to do, that would be ideal

    I feel like basekit Corrupt Intervention would help narrow the gap between killers who can go directly into action (especially those with good movement, like Blight, Ghoul, etc.), and those who are slower and/or need time to set-up (Huntress, Trapper, Hag, etc.) But yeah it could be something else, just to help those weaker killers whose power includes setup of some sort.

    And yeah maybe the perk icons wouldn't be simple to implement. However, any solution that streamlines the process of playing the match and getting the info from teammates would mean a lot. (and again, this is only relevant because coordinated SWFs do have this info)