How I will personally balance the game

As I said in a previous post, I was doing some tests in private matches with my friends, with simple rules (summarizing: no gen speed perks, no tunneling/camping/slugging, only one slowdown perk for killer) and, before you can say anything, we played like in normal matches, so we didn't take it easy. We wanted to do this test only to see where the game, in our opinion, should focus in possible rework, nerf and buffs. This is my personal opinion, if you want to answer me with what you would personally do, feel free to respond to this post in a polite and mature manner.

GEN REWORKS

  • Skill check every 9 seconds, multiplied by the number of survs repairing the same gen. If 3 or more survs are repairing the same gen, smaller skill checks;
  • No more gen speed perks for survivors (except hyperfocus).

ITEM REWORK

  • Meritocracy: Survs who take red add-on and items are exposed for the entire match. Mori last hook (Like, do you want to use bnp? You have to deserve it);
  • No more map offering (both for killers and survs).

SLOWDOWN PERKS

  • Killers can take only one slowdown perk;
  • Ruin: no longer destroys itself when someone dies. 200% slowdown;
  • Pop: Last 60 seconds. Instantly removes 25% from gen total;
  • Pain resonance: if the gen is in the terror radius, the killer see the aura of the exploded gen.

HEX PERKS

  • Killers can bring along an additional hex in addition to 4 perks. This doesn't mean that killers can't take more than one hex with themselves.
  • Rework Undying: If you carry with you an Hex totem, when it's broken, you can choose a free totem to reactivate the totem. It takes 1/2/3 seconds to reactivate. You see the aura of survivors near 8 meters of a totem. You can replace boon totems with your hex to reactivate them (can be done indefinitely)

SCOURGE HOOK REWORK

  • If the killer bring 2 perks with scourge hooks, scourge hooks add up. For example, with pain resonance and gift of pain, I have 8 scourge hooks instead of 4.

BASE KIT MECHANICS

  • BBQ bk: Everytime a surv is hooked, the killer see where are other survs with the killer instinct. With BBQ: Killer see the aura instead of killer instinct;
  • Reassurance: It activates only if the killer is 15 meters near the hook. Same effect as reassurance. If a killer is defending the hook or chasing near the hook, it doesn't activate. Rework reassurance: if you're saving an hooked survivor while you're injured, you obtain endurance as long as you're saving the surv. This effect persists for 2.5/5/10 seconds after you rescue the survivor;
  • Ruin bk: Generators lose progress over time if left "unattended";
  • Pyramid Head cage basekit: I know, this name suck, but I don't have any idea of how to call it. However, the entity, in case the Killer stays for more than 10 seconds in the area of ​​the hook, will move the hooked survivor in the hook farthest from the current one. Does not activate if the Killer is defending the hook/chasing in the hook zone.
  • Last hope: in case two survivors remain, if one of the two is knocked down, he will be able to get up on his own until the last one is alive. As soon as the other dies, all survivors will die sacrificed. Each time a Survivor gets up on their own, it will take longer and longer than the last time. When all survivors are downed simultaneously, they die instantly sacrificed.
  • Massacre: in case all survivors are knocked down at the same time, all will die at the same time sacrificed.
  • Punishment: If a Survivor hasn't interacted with totems, generators, or survivors for at least 5 seconds in a row for more than 30 seconds, they will become vulnerable and their aura will be constantly revealed to the Killer. It doesn't activate if the surv is healing and the killer see him and start going in his direction.

I also have some ideas on how to rework some killers, but this post is already too long. I thank anyone who has read this post, and I apologize for my English, I'm Italian.

Comments

  • Another obvious killer main bias thread.

  • Gen Rework:

    • Skill Checks: Why make skillchecks harder the more players are on a Generator? This shouldn't impact good players, even if so, it would have a greater impact on lower skilled players.
    • Why nerf a Perk like Resilience, which is dependent on the Survivor choosing to stay Injured, and keep a Perk that has no downside?

    Item Rework:

    • Why make Iri Addons Expose the Survivor? Seems kind of counter-intuitive for something such as the syringe, since you'd never be able to use it in the first place, since you'll be exposed, and put into the dying state. I don't think this is a good idea.
    • "Mori last Hook", can you elaborate what you mean by this? This is how Mori Offerings Work.

    Slowdown Perks:

    • Instead of limiting to one per, which undermines player agency, and looks bad from a design standpoint, figure out how to leverage different mechanics to prevent certain perks from overlapping: EG: Can't Kick Generators that are Blocked by the Entity. Generators that are Blocked by the Entity do not regress. Some Perks, like Pop, have only a limited duration with which to be used, or Ruin, which can be cleansed by Survivors.

    Hex Perks

    • Adding a dedicated Hex Perk slot is powercreep plain and simple. If your concern is the lack of basic Killer Interaction with Dull Totems, try approaching it in another way than just "Basekit Hex"

    Scourge Hooks:

    • This change significantly undermines taking a single Scourge Hook Perk, and effectively boosts the Power of the Scourge Hook Perk when used with another, and all Scourge Hook Perks would then need to be rebalanced under the assumption that they could basically be applied to every Hook in the Trial with no sacrifice made to the Killers build.

    Base Kit Mechanics:

    BBQ: Killer Instinct is more powerful than Aura read as it bypasses all forms of Survivor Aura Read suppression. I do think that there should be some kind of mechanic for the Killer to move to another "Hot Zone", but I don't think base-kit it should be seeing Survivor Auras. Maybe something like showing the Generator that has the most progress on it currently. Which would also help with applying pressure.

    Reassurance: Anything base-kit like pausing the Hook timer needs to be done by the other Survivors. No checking to see if the Killer is close or not. Just make Survivors able to pause the Sacrifice Timer by interacting with the Shrine of Sacrifice in the Basement, So the Killer has to either leave the Hook to interrupt that Survivor, or just wait around at a Hook where the Survivor isn't being sacrificed. This also means that this is something a Survivor has to commit to do, which takes them out of the gen cycle, and will be unlikely to be used to the benefit of the Survivors simply from happenstance of abusing chase around a Hook.

    Ruin Basekit: No. If you want the Gen to regress by itself, the Killer needs to interact with it in some manner, otherwise you actually reinforce the idea of just sitting on a gen over all else as you get penalized at base if you get off it.

    (Pyramid Head Thing) Echoes of Sacrifice: Once again, only make this kind of relocation/anti-camp thing something that survivors must choose to do if a Killer starts to camp, NOT automatic. Maybe interacting with the Shrine of Sacrifice Hooks in the Basement allows Survivors to channel a ritual that will bring all Hooked Survivors into The Basement, or to other Hooks.

    Last Hope: Instant Sacrifice gives the feeling of a lack of autonomy, and a more on-rails experience. I do think that something needs to be done against slugging to death, but I think that it should be a mechanic that is active at all times, and not under specific criteria.

    Massacre: A bit of an uninteresting end to a Trial. Auto-completed action. Not saying that the issue of "cleanup" gameplay may not be that enticing, but I don't think the game auto-resolving is the best choice.

    Punishment: I feel that this is far too extreme a penalty for something automatically done by the system, for such a short amount of time.

  • Your changes are interesting, but many of them have large flaws.

    Making having an iri addon or item give permanent expose would just make them useless, if you want to kill BNP you could just say to remove it. Maybe massively reducing its progression, or as some have suggested, making it so the gen cannot regress beyond a certain point could work.

    The "massacre" would just make already meta killers (nurse/blight) extremely overpowered. Slugging would become a meta tactic, and hooking 0 survivors all trial would be extremely viable. This would also make scourge hooks useless, as everyone would run builds like knock out, deerstalker, nurses, chase perk. It would also make unbreakable have a massive pick rate. Maybe something like if all 4 are downed, they all gain 1 hook state, and are instantly healed to the injured state could work.

    The "punishment" mechanic would not stop 2 survivors from hiding in corners, they would just touch totems or something. It would punish survivors who are playing normally more often than not.

    With the massively increased amount of skillchecks, gens would go even faster, as putting multiple on a gen would allow them to get loads of great skillchecks. They would also be able to bring chase builds as well as having fast gens.

    Just my ideas on how this would effect the game, tell me if I misread or misinterpreted anything.

  • I always like reading new ideas and you have some great ones.

    Something I noticed though is that some of your proposed changes are just as vulnerable to exploitation as existing mechanics: the basekit PH cages would allow teleporting killers to forcibly send a hooked survivor around the map by teleporting near it and standing by it for 10 seconds.

    Making ruin basekit is too much. It seems to me that killers become overpowered when they can make progress in multiple areas simultaneously, because their strength grows as the trial progresses: less pallets to play; gen distribution becomes concentrated, effectively reducing map size; potentially fewer survivors, etc..

    The fixed time between skillchecks would reduce variety, me thinks.

    But a lot of your ideas are workable, and sound fun.

  • I think it is funny that people want the hook to move if a killer is near it. You do realize as a killer I can weaponize this right?


    Hmm. No, I don't like you being hooked here. Oh look, her comes Jane! Let me just stand right here aaaaand...


    POOF!


    Get rekt, Jane! Your Princess is in another castle! Better hurry up, Red Forest is a big map and it looks like Dave here is about to Stage 2....

  • @GensByDaylight said:

    Your changes are interesting, but many of them have large flaws.

    Making having an iri addon or item give permanent expose would just make them useless, if you want to kill BNP you could just say to remove it. Maybe massively reducing its progression, or as some have suggested, making it so the gen cannot regress beyond a certain point could work.

    The "massacre" would just make already meta killers (nurse/blight) extremely overpowered. Slugging would become a meta tactic, and hooking 0 survivors all trial would be extremely viable. This would also make scourge hooks useless, as everyone would run builds like knock out, deerstalker, nurses, chase perk. It would also make unbreakable have a massive pick rate. Maybe something like if all 4 are downed, they all gain 1 hook state, and are instantly healed to the injured state could work.

    The "punishment" mechanic would not stop 2 survivors from hiding in corners, they would just touch totems or something. It would punish survivors who are playing normally more often than not.

    With the massively increased amount of skillchecks, gens would go even faster, as putting multiple on a gen would allow them to get loads of great skillchecks. They would also be able to bring chase builds as well as having fast gens.

    Just my ideas on how this would effect the game, tell me if I misread or misinterpreted anything.

    Ok for the iri add on maybe was too much, but at least you have to deserve to use like a bnp. But that's my opinion. If I use bnp it's only because I feel like "Ok, I'm a good player so I deserve to use it" but the real problem is that possibly break the game. Maybe the permanently expose status is too much, I agree with you, but at least for the first dying state (I mean, if you bring bnp and I manage to make you going to dying state, you will not be exposed anymore because you brought a bnp). I would like to see more meritocracy to the game, not only "Oh I found bnp in my bloodweb, gg ez".

    I don't think slugging will become meta if "massacre" will be actually a thing in the game. Only because it will be done only by few people. Also this was done because, as I heard I don't know if it's true, but there are already people who takes hostage by sending every surv in dying state and waiting for them to die. I thought about this only because I heard about this problem, and because I got tired of matches with 4 unbreakable, because 1 or 2 ok, >3 broke the game. In a match some months ago I faced a full swf with 4 unbreakable. Sent everyone to dying state simultaneously 4 times, and managed to pick themselves up everytime because someone healed everyone with unbreakable. So I was like "Ok, I sent everyone to dying state. Finish". Maybe this need some adjustment, but it's not a bad idea in my opinion.

    The punishment probably was poorly explained, but I didn't want to make that post too long. However, I just thought about it because I hate survivors that just stay in a corner, run a bit to not take crows, and so on untile the hatch spawn. I would love something like this, only because you can't play like a rat anymore. In my head, it doesn't activate obviously if the surv is hiding in killer terror radius, it activates only if the surv is doing anything, at least break a totem, heal someone, touch a gen.

    With the skill check increase you're right, I didn't think about it. Maybe it will be ok if the area of the skill check is only for the good skill check, because with 3 or more surv the gen is fast enough.

  • @WesCravenFan said:

    I think it is funny that people want the hook to move if a killer is near it. You do realize as a killer I can weaponize this right?

    Hmm. No, I don't like you being hooked here. Oh look, her comes Jane! Let me just stand right here aaaaand...

    POOF!

    Get rekt, Jane! Your Princess is in another castle! Better hurry up, Red Forest is a big map and it looks like Dave here is about to Stage 2....

    I'm a main pyramid head, and you know I never weaponized the fact that the cage teleport. However, it will work ONLY if the killer is camping the area, not if there is someone who is saving or something like this. As I said, it activates only if the killer is in the area without a reason, not because he's defending the hook or chasing near it.

  • @AssortedSorting said:

    Gen Rework:

    • Skill Checks: Why make skillchecks harder the more players are on a Generator? This shouldn't impact good players, even if so, it would have a greater impact on lower skilled players.
    • Why nerf a Perk like Resilience, which is dependent on the Survivor choosing to stay Injured, and keep a Perk that has no downside?

    Item Rework:

    • Why make Iri Addons Expose the Survivor? Seems kind of counter-intuitive for something such as the syringe, since you'd never be able to use it in the first place, since you'll be exposed, and put into the dying state. I don't think this is a good idea.
    • "Mori last Hook", can you elaborate what you mean by this? This is how Mori Offerings Work.

    Slowdown Perks:

    • Instead of limiting to one per, which undermines player agency, and looks bad from a design standpoint, figure out how to leverage different mechanics to prevent certain perks from overlapping: EG: Can't Kick Generators that are Blocked by the Entity. Generators that are Blocked by the Entity do not regress. Some Perks, like Pop, have only a limited duration with which to be used, or Ruin, which can be cleansed by Survivors.

    Hex Perks

    • Adding a dedicated Hex Perk slot is powercreep plain and simple. If your concern is the lack of basic Killer Interaction with Dull Totems, try approaching it in another way than just "Basekit Hex"

    Scourge Hooks:

    • This change significantly undermines taking a single Scourge Hook Perk, and effectively boosts the Power of the Scourge Hook Perk when used with another, and all Scourge Hook Perks would then need to be rebalanced under the assumption that they could basically be applied to every Hook in the Trial with no sacrifice made to the Killers build.

    Base Kit Mechanics:

    BBQ: Killer Instinct is more powerful than Aura read as it bypasses all forms of Survivor Aura Read suppression. I do think that there should be some kind of mechanic for the Killer to move to another "Hot Zone", but I don't think base-kit it should be seeing Survivor Auras. Maybe something like showing the Generator that has the most progress on it currently. Which would also help with applying pressure.

    Reassurance: Anything base-kit like pausing the Hook timer needs to be done by the other Survivors. No checking to see if the Killer is close or not. Just make Survivors able to pause the Sacrifice Timer by interacting with the Shrine of Sacrifice in the Basement, So the Killer has to either leave the Hook to interrupt that Survivor, or just wait around at a Hook where the Survivor isn't being sacrificed. This also means that this is something a Survivor has to commit to do, which takes them out of the gen cycle, and will be unlikely to be used to the benefit of the Survivors simply from happenstance of abusing chase around a Hook.

    Ruin Basekit: No. If you want the Gen to regress by itself, the Killer needs to interact with it in some manner, otherwise you actually reinforce the idea of just sitting on a gen over all else as you get penalized at base if you get off it.

    (Pyramid Head Thing) Echoes of Sacrifice: Once again, only make this kind of relocation/anti-camp thing something that survivors must choose to do if a Killer starts to camp, NOT automatic. Maybe interacting with the Shrine of Sacrifice Hooks in the Basement allows Survivors to channel a ritual that will bring all Hooked Survivors into The Basement, or to other Hooks.

    Last Hope: Instant Sacrifice gives the feeling of a lack of autonomy, and a more on-rails experience. I do think that something needs to be done against slugging to death, but I think that it should be a mechanic that is active at all times, and not under specific criteria.

    Massacre: A bit of an uninteresting end to a Trial. Auto-completed action. Not saying that the issue of "cleanup" gameplay may not be that enticing, but I don't think the game auto-resolving is the best choice.

    Punishment: I feel that this is far too extreme a penalty for something automatically done by the system, for such a short amount of time.

    So, I answer every piece of you're comment as you did.

    Gen rework:

    Skill check I said in a previous post that I haven't thought about the fact that smaller skill checks, more great skill checks. So maybe it will be better if only the area of the great skill check is hidden.

    For resilience, ok, you're right, but I didn't say "Remove only the gen boost", I thought it was obvious that perks like resilience, prove thyself and so on must be reworked in another way but keeping their souls (resilience: you have some boosts while you're injured. Prove thyself: incentives teamowork).

    Slowdown perks: as I said in a previous post, if you manage to fix genrush, 4 slowdown will break the game. In a test I did with my friends in private matches, only one slowdown worked without seeing prove thyself, bnp and so on. You know, I thought about it because I saw that it could work

    Hex slot: so, is it fair in your opinion that survivors can spam boon and killer when his totem explode, that could be also a matter of seconds after entering a match, he has to say "Ok gg, I have to play with 3 totem"? In my opinion no, and it's why I would love to see a dedicated hex totem, so if it pop instantly you didn't loose anything, you still have your 4 perks.

    Scourge hook: that's what I thought. A full scourge hook build. Because in my head the more scourge you bring with yourself, the more scourge hook you must have in game, not only 4. Maybe I exaggerated by saying "they add up", but at least 1 more for each scourge wouldn't be bad.

    BBQ: Seriously? I didn't even know that killer instinct > aura reading, because I don't use anything that use killer instinct because I never liked that. Now that I learned this it's interesting. And for the "Basekit BBQ", it's only an idea to incentives killers to leave the hook zone and they may have some ideas on were to find the next prey. Maybe also seeing the aura of gen as you said will be efficient.

    Reassurance: you know, this is my idea to go in combo with the pyramid head thing. Like "Oh are you camping? Ok, I give you like 10 seconds to go away, after that this surv will go away, at the same time he will have the same effect of reassurance". This in my head works, but it must be tested to see if it could be actually a thing.

    Ruin bk: in my head, it goes only like at 25% of the regression speed, but because in my opinion gens are faster also because the killer "damage" to them is like 1 seconds for them. I kick a gen? Ok, a surv repair this 2.5% in like 1 seconds. Pain resonance? Maybe are 3/4 seconds, it isn't that much you know. A Basekit ruin will make sense only because with this, a killer can defend a gen keeping surv away from it, and at the same time his work isn't nullified in seconds.

    Echoes of sacrifice (thanks for the name, pyramid head things was horrible): you have a point, but what if the killer is camping the basement? Ok, the fact that survs have the chance to choose if teleport is ok, but in my head it will work better automatically like ph cages.

    Last hope: I hate when survivors crawl away to corners of the map just to not give me the hook. With this, in my opinion, the game ends automatically when the last survivors are in dying state, and I don't have to wait untill the other die in a corner because he doesn't want to give me the hook.

    Punishment: bro, if you do nothing during a match, you deserve to die (in game obviously). So I thought that if a surv literally doesn't do anything for a tot amount of time, he must be like thrown away from the game. Obviously, this must have more "clauses". For example if someone is hiding near to the killer, he doesn't activate the punishment, but if he is in a corner running to not attract crows, bro you choose death.

    Sorry if I wrote something bad, I apologize for my English. As I said in the "main post" I'm Italian.

  • @illNicola said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3317792#Comment_3317792

    So, I answer every piece of you're comment as you did.

    Gen rework:

    Skill check I said in a previous post that I haven't thought about the fact that smaller skill checks, more great skill checks. So maybe it will be better if only the area of the great skill check is hidden.

    For resilience, ok, you're right, but I didn't say "Remove only the gen boost", I thought it was obvious that perks like resilience, prove thyself and so on must be reworked in another way but keeping their souls (resilience: you have some boosts while you're injured. Prove thyself: incentives teamowork).

    Slowdown perks: as I said in a previous post, if you manage to fix genrush, 4 slowdown will break the game. In a test I did with my friends in private matches, only one slowdown worked without seeing prove thyself, bnp and so on. You know, I thought about it because I saw that it could work

    Hex slot: so, is it fair in your opinion that survivors can spam boon and killer when his totem explode, that could be also a matter of seconds after entering a match, he has to say "Ok gg, I have to play with 3 totem"? In my opinion no, and it's why I would love to see a dedicated hex totem, so if it pop instantly you didn't loose anything, you still have your 4 perks.

    Scourge hook: that's what I thought. A full scourge hook build. Because in my head the more scourge you bring with yourself, the more scourge hook you must have in game, not only 4. Maybe I exaggerated by saying "they add up", but at least 1 more for each scourge wouldn't be bad.

    BBQ: Seriously? I didn't even know that killer instinct > aura reading, because I don't use anything that use killer instinct because I never liked that. Now that I learned this it's interesting. And for the "Basekit BBQ", it's only an idea to incentives killers to leave the hook zone and they may have some ideas on were to find the next prey. Maybe also seeing the aura of gen as you said will be efficient.

    Reassurance: you know, this is my idea to go in combo with the pyramid head thing. Like "Oh are you camping? Ok, I give you like 10 seconds to go away, after that this surv will go away, at the same time he will have the same effect of reassurance". This in my head works, but it must be tested to see if it could be actually a thing.

    Ruin bk: in my head, it goes only like at 25% of the regression speed, but because in my opinion gens are faster also because the killer "damage" to them is like 1 seconds for them. I kick a gen? Ok, a surv repair this 2.5% in like 1 seconds. Pain resonance? Maybe are 3/4 seconds, it isn't that much you know. A Basekit ruin will make sense only because with this, a killer can defend a gen keeping surv away from it, and at the same time his work isn't nullified in seconds.

    Echoes of sacrifice (thanks for the name, pyramid head things was horrible): you have a point, but what if the killer is camping the basement? Ok, the fact that survs have the chance to choose if teleport is ok, but in my head it will work better automatically like ph cages.

    Last hope: I hate when survivors crawl away to corners of the map just to not give me the hook. With this, in my opinion, the game ends automatically when the last survivors are in dying state, and I don't have to wait untill the other die in a corner because he doesn't want to give me the hook.

    Punishment: bro, if you do nothing during a match, you deserve to die (in game obviously). So I thought that if a surv literally doesn't do anything for a tot amount of time, he must be like thrown away from the game. Obviously, this must have more "clauses". For example if someone is hiding near to the killer, he doesn't activate the punishment, but if he is in a corner running to not attract crows, bro you choose death.

    Sorry if I wrote something bad, I apologize for my English. As I said in the "main post" I'm Italian.

    Gen Rework (Skill Checks):

    • Is the increase in skillchecks also present while there are fewer generators in play, and the Killer has an easier patrol route?
    • Does the increase in skillchecks negatively impact the skillfloor for Survivor players?
    • Would this be a potential method for BP farming by purposely having multiple Survivors on a Gen?
    • Does this further reinforce the idea of split up on Gens?

    Slowdown Perks:

    • We're unaware if your matchups between yourself and your friends are a good point of reference. Even then, if More slowdown is brought, that is less Lethality or Information Perks brought which reduce the overall time-to-down potential of a given Match. Slowdown is one of the more noticeable categories when it works.

    Hex Slot:

    This sounds like your issue is with how Hexes Spawn.

    Scourge Hooks:

    So long as all Scourge Hook Effects apply on every Scourge Hook, I'd focus on having a sacrificial slot for a Perk that boosts Scourge Hooks in the Trial, rather than making each Scourge Hook add more in.

    BK BBQ:

    It's interesting for sure, Killer Instinct bypasses all forms of Aura Block, but the one thing it doesn't give is the Aura Outline which can be used to identify who in particular that effect is coming from.

    Reassurance/Echos:

    The Basement should be a scary, yet powerful, place to be. Try not to get Hooked there.

    Ruin BK:

    Just keep in mind that passive regression has a decent impact on Killers who primarily need to be mobile throughout the whole match. This would have to be done as a standalone test.

    Last Hope:

    You were the one that decided not to pick them up and Hook them, leaving them to do the same thing you're now doing searching for them: a whole lot of nothing.

    Punishment:

    Generally speaking, the Killer is the punishment, as if they're doing nothing, the Killer will overpower them eventually (so long as they can find them). That being said, the Crows systems could probably be tweaked. Hell, the Crows system could be used to address your issue with slugs.

  • @illNicola said:

    As I said in a previous post, I was doing some tests in private matches with my friends, with simple rules (summarizing: no gen speed perks, no tunneling/camping/slugging, only one slowdown perk for killer) and, before you can say anything, we played like in normal matches, so we didn't take it easy. We wanted to do this test only to see where the game, in our opinion, should focus in possible rework, nerf and buffs. This is my personal opinion, if you want to answer me with what you would personally do, feel free to respond to this post in a polite and mature manner.

    GEN REWORKS

    • Skill check every 9 seconds, multiplied by the number of survs repairing the same gen. If 3 or more survs are repairing the same gen, smaller skill checks;
    • No more gen speed perks for survivors (except hyperfocus).

    ITEM REWORK

    • Meritocracy: Survs who take red add-on and items are exposed for the entire match. Mori last hook (Like, do you want to use bnp? You have to deserve it);
    • No more map offering (both for killers and survs).

    SLOWDOWN PERKS

    • Killers can take only one slowdown perk;
    • Ruin: no longer destroys itself when someone dies. 200% slowdown;
    • Pop: Last 60 seconds. Instantly removes 25% from gen total;
    • Pain resonance: if the gen is in the terror radius, the killer see the aura of the exploded gen.

    HEX PERKS

    • Killers can bring along an additional hex in addition to 4 perks. This doesn't mean that killers can't take more than one hex with themselves.
    • Rework Undying: If you carry with you an Hex totem, when it's broken, you can choose a free totem to reactivate the totem. It takes 1/2/3 seconds to reactivate. You see the aura of survivors near 8 meters of a totem. You can replace boon totems with your hex to reactivate them (can be done indefinitely)

    SCOURGE HOOK REWORK

    • If the killer bring 2 perks with scourge hooks, scourge hooks add up. For example, with pain resonance and gift of pain, I have 8 scourge hooks instead of 4.

    BASE KIT MECHANICS

    • BBQ bk: Everytime a surv is hooked, the killer see where are other survs with the killer instinct. With BBQ: Killer see the aura instead of killer instinct;
    • Reassurance: It activates only if the killer is 15 meters near the hook. Same effect as reassurance. If a killer is defending the hook or chasing near the hook, it doesn't activate. Rework reassurance: if you're saving an hooked survivor while you're injured, you obtain endurance as long as you're saving the surv. This effect persists for 2.5/5/10 seconds after you rescue the survivor;
    • Ruin bk: Generators lose progress over time if left "unattended";
    • Pyramid Head cage basekit: I know, this name suck, but I don't have any idea of how to call it. However, the entity, in case the Killer stays for more than 10 seconds in the area of ​​the hook, will move the hooked survivor in the hook farthest from the current one. Does not activate if the Killer is defending the hook/chasing in the hook zone.
    • Last hope: in case two survivors remain, if one of the two is knocked down, he will be able to get up on his own until the last one is alive. As soon as the other dies, all survivors will die sacrificed. Each time a Survivor gets up on their own, it will take longer and longer than the last time. When all survivors are downed simultaneously, they die instantly sacrificed.
    • Massacre: in case all survivors are knocked down at the same time, all will die at the same time sacrificed.
    • Punishment: If a Survivor hasn't interacted with totems, generators, or survivors for at least 5 seconds in a row for more than 30 seconds, they will become vulnerable and their aura will be constantly revealed to the Killer. It doesn't activate if the surv is healing and the killer see him and start going in his direction.

    I also have some ideas on how to rework some killers, but this post is already too long. I thank anyone who has read this post, and I apologize for my English, I'm Italian.

    Last hope: in case two survivors remain, if one of the two is knocked down, he will be able to get up on his own until the last one is alive. As soon as the other dies, all survivors will die sacrificed. Each time a Survivor gets up on their own, it will take longer and longer than the last time. When all survivors are downed simultaneously, they die instantly sacrificed.
    Massacre: in case all survivors are knocked down at the same time, all will die at the same time sacrificed.
    

    If so... i would vote for: if all remaining survivors are downed, they got abiliy to stand up on their own (this will prevent slugging and ecourage killer to sacrifice, which is their objective.

    Punishment: If a Survivor hasn't interacted with totems, generators, or survivors for at least 5 seconds in a row for more than 30 seconds, they will become vulnerable and their aura will be constantly revealed to the Killer. It doesn't activate if the surv is healing and the killer see him and start going in his direction.
    

    Yeah, unless surv is hiding within killer terror radius. Surv should not be punished for killer doing nothing. If killer is looking for survivor and thus surv is escaping from killer terror radius and yet do nothing, then yes, should be shown, but this is why afk crows exists, right?

    Also, ruin regress speed, and other slowdown perks should be tied to specific killers, based on their movement speed and traverse power. Trapper should have best bonuses through regression since he cannot be in few places at the time, while nurse, blight, hillbilly who can traverse map with easy, should have little regression since they can apply those regression faster and more often.

  • @AssortedSorting said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3318082#Comment_3318082

    Gen Rework (Skill Checks):

    • Is the increase in skillchecks also present while there are fewer generators in play, and the Killer has an easier patrol route?
    • Does the increase in skillchecks negatively impact the skillfloor for Survivor players?
    • Would this be a potential method for BP farming by purposely having multiple Survivors on a Gen?
    • Does this further reinforce the idea of split up on Gens?

    Slowdown Perks:

    • We're unaware if your matchups between yourself and your friends are a good point of reference. Even then, if More slowdown is brought, that is less Lethality or Information Perks brought which reduce the overall time-to-down potential of a given Match. Slowdown is one of the more noticeable categories when it works.

    Hex Slot:

    This sounds like your issue is with how Hexes Spawn.

    Scourge Hooks:

    So long as all Scourge Hook Effects apply on every Scourge Hook, I'd focus on having a sacrificial slot for a Perk that boosts Scourge Hooks in the Trial, rather than making each Scourge Hook add more in.

    BK BBQ:

    It's interesting for sure, Killer Instinct bypasses all forms of Aura Block, but the one thing it doesn't give is the Aura Outline which can be used to identify who in particular that effect is coming from.

    Reassurance/Echos:

    The Basement should be a scary, yet powerful, place to be. Try not to get Hooked there.

    Ruin BK:

    Just keep in mind that passive regression has a decent impact on Killers who primarily need to be mobile throughout the whole match. This would have to be done as a standalone test.

    Last Hope:

    You were the one that decided not to pick them up and Hook them, leaving them to do the same thing you're now doing searching for them: a whole lot of nothing.

    Punishment:

    Generally speaking, the Killer is the punishment, as if they're doing nothing, the Killer will overpower them eventually (so long as they can find them). That being said, the Crows systems could probably be tweaked. Hell, the Crows system could be used to address your issue with slugs.

    Skill check:

    Yes, also when the killer has an easy patrol route. 90% of the map (I think 90%, don't know if I'm wrong) can be splitted. With that in mind, I don't repair gens all on the same side. It's my fault if I split the map, not killers fault. And it means nothing splitting a map because gen can be done also when you split a map, like 70% of the times I split a map I escape, so you know it's not a big problem.

    Slowdown:

    I'm at top mmr with both killer and surv, one of my friend is at top mmr killer and is a pretty good surv, the others are good surv and killers. And, as I said, we played like normal matches, without taking it easy. So, considering this, we managed to make balanced matches, playing efficiently without genrush, tunneling, camping and slugging.

    Hex:

    I don't use hex lol, when there was the boom of ruin/undying I was the one who hated it, because it's pure RNG. There are matches where survs literally spawn in front of a totem, and instantly destroy it. GG, wasted slot for a perk instantly destroyed. So, or we fix this thing that survs can't instantly break a totem 10 seconds after entering a match, or an hex slot is the more balanced solution (and it's not that op as you might think).

    Scourge hook:

    Ok, a perk that increase scoorge hook could be really good, but it must have more effects than this, not only "You have 1/2/3 more scourge" for example.

    BBQ:

    In my opinion, a base kit BBQ will be good, but I don't know if it's better with aura reading or killer instinct. I thought killer instinct, but also aura reading can be good and replace BBQ effect with killer instinct.

    Echos:

    The basement is already the best place to hook, for multiple reasons. If we put the facts that can be both risky and rewarding at the same time sounds really fun. "I can save my friend on the hook teleporting him in the basement", this will be good, but what if you're friend is already in the basement?

    Last hope:

    In fact I would love if the one downed can pick himself up, at the same time the other guy if he is doing nothing he can be found by the killer real quickly. And remember, I imagine this with the surv that takes longer and longer to pick himself up.

    Punishment:

    You're right, but I wanted to punish every surv that do nothing in the match, like you're kicked out of the match, so he doesn't have the chance of escaping from the hatch or maybe opening an exit game. Punishment in my head works only to prevent escape for survs that do nothing all the match.

  • Hex:
    I don't use hex lol, when there was the boom of ruin/undying I was the one who hated it, because it's pure RNG. There are matches where survs literally spawn in front of a totem, and instantly destroy it. GG, wasted slot for a perk instantly destroyed. So, or we fix this thing that survs can't instantly break a totem 10 seconds after entering a match, or an hex slot is the more balanced solution (and it's not that op as you might think).
    

    Best thing would be to make hexes lit the totem only when effect is in use. To brake hex, surv have to destroy lit totem (destroying dull totem will not brake hex, hex still can light up on different totem), totem will not fade out if survivor is currently clensing it (but will fade out if surv will stop clense, and effect will not be in use)

  • @AssortedSorting said:

    Gen Rework:

    • Skill Checks: Why make skillchecks harder the more players are on a Generator? This shouldn't impact good players, even if so, it would have a greater impact on lower skilled players.
    • Why nerf a Perk like Resilience, which is dependent on the Survivor choosing to stay Injured, and keep a Perk that has no downside?

    Item Rework:

    • Why make Iri Addons Expose the Survivor? Seems kind of counter-intuitive for something such as the syringe, since you'd never be able to use it in the first place, since you'll be exposed, and put into the dying state. I don't think this is a good idea.
    • "Mori last Hook", can you elaborate what you mean by this? This is how Mori Offerings Work.

    Slowdown Perks:

    • Instead of limiting to one per, which undermines player agency, and looks bad from a design standpoint, figure out how to leverage different mechanics to prevent certain perks from overlapping: EG: Can't Kick Generators that are Blocked by the Entity. Generators that are Blocked by the Entity do not regress. Some Perks, like Pop, have only a limited duration with which to be used, or Ruin, which can be cleansed by Survivors.

    Hex Perks

    • Adding a dedicated Hex Perk slot is powercreep plain and simple. If your concern is the lack of basic Killer Interaction with Dull Totems, try approaching it in another way than just "Basekit Hex"

    Scourge Hooks:

    • This change significantly undermines taking a single Scourge Hook Perk, and effectively boosts the Power of the Scourge Hook Perk when used with another, and all Scourge Hook Perks would then need to be rebalanced under the assumption that they could basically be applied to every Hook in the Trial with no sacrifice made to the Killers build.

    Base Kit Mechanics:

    BBQ: Killer Instinct is more powerful than Aura read as it bypasses all forms of Survivor Aura Read suppression. I do think that there should be some kind of mechanic for the Killer to move to another "Hot Zone", but I don't think base-kit it should be seeing Survivor Auras. Maybe something like showing the Generator that has the most progress on it currently. Which would also help with applying pressure.

    Reassurance: Anything base-kit like pausing the Hook timer needs to be done by the other Survivors. No checking to see if the Killer is close or not. Just make Survivors able to pause the Sacrifice Timer by interacting with the Shrine of Sacrifice in the Basement, So the Killer has to either leave the Hook to interrupt that Survivor, or just wait around at a Hook where the Survivor isn't being sacrificed. This also means that this is something a Survivor has to commit to do, which takes them out of the gen cycle, and will be unlikely to be used to the benefit of the Survivors simply from happenstance of abusing chase around a Hook.

    Ruin Basekit: No. If you want the Gen to regress by itself, the Killer needs to interact with it in some manner, otherwise you actually reinforce the idea of just sitting on a gen over all else as you get penalized at base if you get off it.

    (Pyramid Head Thing) Echoes of Sacrifice: Once again, only make this kind of relocation/anti-camp thing something that survivors must choose to do if a Killer starts to camp, NOT automatic. Maybe interacting with the Shrine of Sacrifice Hooks in the Basement allows Survivors to channel a ritual that will bring all Hooked Survivors into The Basement, or to other Hooks.

    Last Hope: Instant Sacrifice gives the feeling of a lack of autonomy, and a more on-rails experience. I do think that something needs to be done against slugging to death, but I think that it should be a mechanic that is active at all times, and not under specific criteria.

    Massacre: A bit of an uninteresting end to a Trial. Auto-completed action. Not saying that the issue of "cleanup" gameplay may not be that enticing, but I don't think the game auto-resolving is the best choice.

    Punishment: I feel that this is far too extreme a penalty for something automatically done by the system, for such a short amount of time.

    I already upvoted but I'd like to reiterate that this is an excellent and insightful post. The bits about killer/survivor interaction and player agency are especially salient.

  • How would a survivor using a syringe be more punishing than a Spirit with Mother Daughter Ring or Wesker with his Uroboros Vial.

  • Okay, I see what you are going, but I have to disagree on most of these changes for many good reasons for fairness as well as the flaws of your balance.

    GEN REWORKS


    Skill check every 9 seconds, multiplied by the number of survs repairing the same gen. If 3 or more survs are repairing the same gen, smaller skill checks;

    >>Making Skill Checks happen more frequently, especially when Survivors stack on gens will make gens get done really fast. I preferred to keep them as random as ever, especially when there are situations when you don't get skill checks. Plus, if you make skill checks more difficult when working together; you make survivors split up and go fix multiple gens instead of one; which is bad for killers whom doesn't want survivors to apply pressure by fixing multiple gens at once.

    No more gen speed perks for survivors (except hyperfocus).

    >>Why keep Hyperfocus, over every other gen speed perk; they are all probmatic and makes gens repairs fix quickly.


    >>Conclusion: we need more side objectives for basekit survivors; stuff like searching for Gasoline, wrench, tools/gears, spark plugs, etx. For survivors to go explore and search the entire map for and make gen times insane long until they find the amount of parts they need to fix the gen quicker but not too quickly. That is how I would fix gens speeds, make survivors do more objectives.


    ITEM REWORK


    Meritocracy: Survs who take red add-on and items are exposed for the entire match. Mori last hook (Like, do you want to use bnp? You have to deserve it);

    >>Just Why thou... WHY make red add-ons completely useless, and why does survivors needs punished downside of instant down and mori, that makes running it useless. If BNP and the Syringe are too strong, why not make nerf them or make it have a reasonable downside like.. the Syringe will make you hinder and /or exhausted; or BNP just simply keep 25% of progress on gens permanently, instead of fixing 25% near instantly. It would be useful add-ons without Breakin the game or be completely garbage

    No more map offering (both for killers and survs).

    >>I Agreed, but I also map balancing should be a priority and instead this offerings get disable for good.

    >>Conclusion: you forgot that Some killer addons need reworks and reevaluation; as well as, medkits are also busted with the charge and speed addons too.

    SLOWDOWN PERKS


    Killers can take only one slowdown perk;

    >>Not a good idea as there is the fact that Survivor stack as many 2nd chances/gen rushing perks together. Some to most average killers just simply cannot play properly without stacking gens perks, yet it very oppressive to the strongest killers. I would focus on nerfing them slightly, as well as nerfing the strongest killers too.

    Ruin: no longer destroys itself when someone dies. 200% slowdown;

    >>Even though Ruin is over nerf, i am also not fan of reverting it back either. I would revert the 200% back but leave the destroy itself upon a Survivor death.

    Pop: Last 60 seconds. Instantly removes 25% from gen total;

    >>Another perk that needs reverted, even though I miss the instantly 25% from any gen, regardless of how much progress is maded. The 45 seconds is also fine, but I wouldn't mind if brought back the instant regression if it means slicing the gen by 20% instead of 25%.

    Pain resonance: if the gen is in the terror radius, the killer see the aura of the exploded gen.

    >>Unnecessary, as gens are already highlighted in aura and if you look very closely you can see distinctive sparks and spark explosion from your perk. You don't need aura reading, as you can look carefully or run the perk Survilance.

    >>Conclusion: Even though I understand that slowdown is problematic when it comes to stacking and make it gen time take longer; it will not help change the fact that killer essential need them in order to stand a chance to win. Many killers are not fast, lethality, or even good enough to apply map pressure; so they need stacking Regression perks to delay the inevitable Survivors whom efficiency work on their one and only objective.

    PERKS


    Killers can bring along an additional hex in addition to 4 perks. This doesn't mean that killers can't take more than one hex with themselves.

    >>Are you trying to apply a basekit 5th perk slot, dedicated to just one Hex perk. NOPE, LETS NOT as this eliminate the synergies with other hex perks. Some hex perks are more effective to pair with other hex perks, like Retribution, Haunted Grounds, Undying, etc. Those perks also need massive buffs or reworks to compensate as a one time active hex perk. Most hexs are not that oppressive enough by themselves, and are usually ignored by Survivors, and even then, they would be easily cleansed or Blessed by a powerful boon perk like CoH.

    Rework Undying: If you carry with you an Hex totem, when it's broken, you can choose a free totem to reactivate the totem. It takes 1/2/3 seconds to reactivate. You see the aura of survivors near 8 meters of a totem. You can replace boon totems with your hex to reactivate them (can be done indefinitely)

    >>That sounds like a nice rework, I would be okay with that.

    >>Conclusion: Hexs are not the problem, even when stack with other Hexes. Survivors if coordinate can communicate and find totems effectively, especially with maps and perks. And time when it is safe to cleansed or determine whatever or not hex are worth cleansed. Good experience players who play a guessing or observation game on which side's perk builds and determine the best way to play and counter theirs.

    SCOURGE HOOK REWORK


    If the killer bring 2 perks with scourge hooks, scourge hooks add up. For example, with pain resonance and gift of pain, I have 8 scourge hooks instead of 4.

    >>That's sounds broken to me; I am fine with Monster Shrine grants additional hooks in basement; but I cannot lie that i have alot of scourge hooks in the map when stacking Scourge hooks would be quite deadly and make the perks even far stronger then the randomized of 4 hooks in any part of the map.

    BASE KIT MECHANICS


    BBQ bk: Everytime a surv is hooked, the killer see where are other survs with the killer instinct. With BBQ: Killer see the aura instead of killer instinct;

    >>Not a bad change, incentives less camping if necessary. As usually it is a challenge for new killers to find survivors without perks.

    Reassurance: It activates only if the killer is 15 meters near the hook. Same effect as reassurance. If a killer is defending the hook or chasing near the hook, it doesn't activate. Rework reassurance: if you're saving an hooked survivor while you're injured, you obtain endurance as long as you're saving the surv. This effect persists for 2.5/5/10 seconds after you rescue the survivor;

    >>That sounds broken to me, especially in Endgame when the killer has nothing to do nor gens to defend. Exit gates are usually a lost cause if it on the other side of the map. It's a good thing that you mentioned camping as not camping with other Survivors are being chase next to hooked survivor. Also, the Reworked Reassurance sounds busted on any Survivor going for free hooks as both would be under the effective of endurance and will result in more face camping and waiting for free hook grabs. There need to be punishment for going for unhook in front of the Killer's face, and this perk rework sounds like a "no skill, get out of jail free card", to me!

    Ruin bk: Generators lose progress over time if left "unattended";

    >>Then what would be the point of kicking gens then if that was the case; not only you make certain kicking gens or regression gen kick perks like Call of Brine, Pop Goes the weasel, and overcharge useless. It funny how you mentioned, reworking Pop goes the weasel and implemented this change also which kills this perk.

    Pyramid Head cage basekit: I know, this name suck, but I don't have any idea of how to call it. However, the entity, in case the Killer stays for more than 10 seconds in the area of ​​the hook, will move the hooked survivor in the hook farthest from the current one. Does not activate if the Killer is defending the hook/chasing in the hook zone.

    >>Cage of Torment, and the hidden mechanic of it respawning to a new location if the killer gets too close for a short duration. Also, what would also be the point of your basekit Reassurance change also, if this was the case. Again, WHY would you implement another change and it also counter the other solution you mentioned about protecting the hooked survivor from killer close by. I get that no survivors like to be camp, but making hook respawn on the other side of the map would be bad for the Killer's pressure, such as Endgame and the exits gates are 99% on the opposite side of the map and the hooked survivor just so happens to respawn right next to their teammates next to the exits, while you are far away. I say, stay Pyramid Head main and let's just keep the cage mechanic exclusive to him, and not make regular hook teleport survivors randomly in the map.

    Last hope: in case two survivors remain, if one of the two is knocked down, he will be able to get up on his own until the last one is alive. As soon as the other dies, all survivors will die sacrificed. Each time a Survivor gets up on their own, it will take longer and longer than the last time. When all survivors are downed simultaneously, they die instantly sacrificed.

    >>The Last Stand mechanics that was tested in the PTB was a horrible implement, especially with the Basekit Unbreakable and the "buffs" to every Unbreakable perks which makes playing Killer horrible and for soloQ survivors whom decides to group up agaisnt a strong killer like nurse as easy Throwing the game.

    Massacre: in case all survivors are knocked down at the same time, all will die at the same time sacrificed.

    >>That would make super strong killers with grand mobility and lethality super strong, and if you got a veteran killer wirh best maps, addons, and perks whom is able down everyone in less then a min; Game over for Survivors whom cannot do anything about it. Plus, it makes killers prone to slug more often and possible make them DC. Just not fun to play as and it would be too easy for some killers and very difficult to even impossible for other killers.

    Punishment: If a Survivor hasn't interacted with totems, generators, or survivors for at least 5 seconds in a row for more than 30 seconds, they will become vulnerable and their aura will be constantly revealed to the Killer. It doesn't activate if the surv is healing and the killer see him and start going in his direction.

    >> Buffing AFK Crows to be more Lethal, and revealing aura. What if there are new players whom have no idea on what to do or playing immersive and stealthily behind rocks until the terror radius goes away. If they hide in lockers, the aura reading is pointless.

    >>Conclusion: I do respect that you want make the game better for both sides, but some of your ideas also counter or make your previous idea invalid or useless. Please reconsider all the positives as well as negatives effects that you idea of balance have on the rest of the game; you will be surprised on the amount of flaws such idea will have negative impact on the health of the game. Killers need to camp, tunnel, slug, and use regression perks; as the win conditions is to kill as fast and efficient as possible; as well as delay the Survivor's objectives to escape. Same for survivors, getting their objective done as quick as possible or gen rush, ensure that the killer is not able to get a easy down and hook, used the best perk/item builds to ensure that the killer cannot applying any or less map pressure as well as putting as much distance between them and the killer to ensure survivability and everyone gets out! That is why the meta is constantly changing and coming back to form again; the game needs to constantly change the meta but also significantly buff the weaker sides of both sides to compensate for stale gameplay.

  • @Archael said:

    Hex:
    I don't use hex lol, when there was the boom of ruin/undying I was the one who hated it, because it's pure RNG. There are matches where survs literally spawn in front of a totem, and instantly destroy it. GG, wasted slot for a perk instantly destroyed. So, or we fix this thing that survs can't instantly break a totem 10 seconds after entering a match, or an hex slot is the more balanced solution (and it's not that op as you might think).
    

    Best thing would be to make hexes lit the totem only when effect is in use. To brake hex, surv have to destroy lit totem (destroying dull totem will not brake hex, hex still can light up on different totem), totem will not fade out if survivor is currently clensing it (but will fade out if surv will stop clense, and effect will not be in use)

    That's a good idea too, but in my opinion hex must reborn to face boon, because hex must be wasted slots because they can be broken instantly, but boon can be used over and over during the match and, in my opinion, it isn't fair. So, if hex can't be light again, at least an hex slot will be good.

    @Archael said:

    https://forums.bhvr.com/dead-by-daylight/discussion/361041/how-i-will-personally-balance-the-game

    Last hope: in case two survivors remain, if one of the two is knocked down, he will be able to get up on his own until the last one is alive. As soon as the other dies, all survivors will die sacrificed. Each time a Survivor gets up on their own, it will take longer and longer than the last time. When all survivors are downed simultaneously, they die instantly sacrificed.
    Massacre: in case all survivors are knocked down at the same time, all will die at the same time sacrificed.
    

    If so... i would vote for: if all remaining survivors are downed, they got abiliy to stand up on their own (this will prevent slugging and ecourage killer to sacrifice, which is their objective.

    Punishment: If a Survivor hasn't interacted with totems, generators, or survivors for at least 5 seconds in a row for more than 30 seconds, they will become vulnerable and their aura will be constantly revealed to the Killer. It doesn't activate if the surv is healing and the killer see him and start going in his direction.
    

    Yeah, unless surv is hiding within killer terror radius. Surv should not be punished for killer doing nothing. If killer is looking for survivor and thus surv is escaping from killer terror radius and yet do nothing, then yes, should be shown, but this is why afk crows exists, right?

    Also, ruin regress speed, and other slowdown perks should be tied to specific killers, based on their movement speed and traverse power. Trapper should have best bonuses through regression since he cannot be in few places at the time, while nurse, blight, hillbilly who can traverse map with easy, should have little regression since they can apply those regression faster and more often.

    You're right, in my head worked like that (if 4/4 survs are downed they can pick themselves up) but this must be only once per match, because if you meet a swf who wants to save at all cost and you down them all not one but maybe 2 times, they don't deserve a third chance. Or, I thought about it now, maybe if all survivors are downed at the same time, they gain a cicle on the hook (if someone was never hooked, he will be on second hook when hooked, if someone is already second hook, he can be moried) but maybe this is too much. Yes, needs a lot of effort (or stupidity of survs) to down all survs at the same time, but I don't know if this incentives too much slugging.

    For ruin bk, I just jotted down the idea, like many things (for example the red things with exposed, it's obvious that the red syring doesn't count because it's balanced, but I explained myself briefly without specifying each case so as not to write an essay), and in my opinion the "ruin bk different for each killer" sounds good, also because as you said killer like Nurse and Blight have a big map control. Maybe for trapper it could be 50% of regression, and for Nurse 10% (is an example).

  • @GolbezGarlandGabrant said:

    How would a survivor using a syringe be more punishing than a Spirit with Mother Daughter Ring or Wesker with his Uroboros Vial.

    In fact, it was only an idea, however, it does not represent all cases. Obviously the syringe would not be considered because it is well balanced. My main post was a set of ideas summarized not to create an eternal stuff, I have a file word where I have analyzed every possible case, same as I will rework every perk in the game. You can tell, I really don't have ######### to do.

  • @Dream_Whisper said:

    Okay, I see what you are going, but I have to disagree on most of these changes for many good reasons for fairness as well as the flaws of your balance.

    GEN REWORKS

    Skill check every 9 seconds, multiplied by the number of survs repairing the same gen. If 3 or more survs are repairing the same gen, smaller skill checks;

    >>Making Skill Checks happen more frequently, especially when Survivors stack on gens will make gens get done really fast. I preferred to keep them as random as ever, especially when there are situations when you don't get skill checks. Plus, if you make skill checks more difficult when working together; you make survivors split up and go fix multiple gens instead of one; which is bad for killers whom doesn't want survivors to apply pressure by fixing multiple gens at once.

    No more gen speed perks for survivors (except hyperfocus).

    >>Why keep Hyperfocus, over every other gen speed perk; they are all probmatic and makes gens repairs fix quickly.

    >>Conclusion: we need more side objectives for basekit survivors; stuff like searching for Gasoline, wrench, tools/gears, spark plugs, etx. For survivors to go explore and search the entire map for and make gen times insane long until they find the amount of parts they need to fix the gen quicker but not too quickly. That is how I would fix gens speeds, make survivors do more objectives.

    ITEM REWORK

    Meritocracy: Survs who take red add-on and items are exposed for the entire match. Mori last hook (Like, do you want to use bnp? You have to deserve it);

    >>Just Why thou... WHY make red add-ons completely useless, and why does survivors needs punished downside of instant down and mori, that makes running it useless. If BNP and the Syringe are too strong, why not make nerf them or make it have a reasonable downside like.. the Syringe will make you hinder and /or exhausted; or BNP just simply keep 25% of progress on gens permanently, instead of fixing 25% near instantly. It would be useful add-ons without Breakin the game or be completely garbage

    No more map offering (both for killers and survs).

    >>I Agreed, but I also map balancing should be a priority and instead this offerings get disable for good.

    >>Conclusion: you forgot that Some killer addons need reworks and reevaluation; as well as, medkits are also busted with the charge and speed addons too.

    SLOWDOWN PERKS

    Killers can take only one slowdown perk;

    >>Not a good idea as there is the fact that Survivor stack as many 2nd chances/gen rushing perks together. Some to most average killers just simply cannot play properly without stacking gens perks, yet it very oppressive to the strongest killers. I would focus on nerfing them slightly, as well as nerfing the strongest killers too.

    Ruin: no longer destroys itself when someone dies. 200% slowdown;

    >>Even though Ruin is over nerf, i am also not fan of reverting it back either. I would revert the 200% back but leave the destroy itself upon a Survivor death.

    Pop: Last 60 seconds. Instantly removes 25% from gen total;

    >>Another perk that needs reverted, even though I miss the instantly 25% from any gen, regardless of how much progress is maded. The 45 seconds is also fine, but I wouldn't mind if brought back the instant regression if it means slicing the gen by 20% instead of 25%.

    Pain resonance: if the gen is in the terror radius, the killer see the aura of the exploded gen.

    >>Unnecessary, as gens are already highlighted in aura and if you look very closely you can see distinctive sparks and spark explosion from your perk. You don't need aura reading, as you can look carefully or run the perk Survilance.

    >>Conclusion: Even though I understand that slowdown is problematic when it comes to stacking and make it gen time take longer; it will not help change the fact that killer essential need them in order to stand a chance to win. Many killers are not fast, lethality, or even good enough to apply map pressure; so they need stacking Regression perks to delay the inevitable Survivors whom efficiency work on their one and only objective.

    PERKS

    Killers can bring along an additional hex in addition to 4 perks. This doesn't mean that killers can't take more than one hex with themselves.

    >>Are you trying to apply a basekit 5th perk slot, dedicated to just one Hex perk. NOPE, LETS NOT as this eliminate the synergies with other hex perks. Some hex perks are more effective to pair with other hex perks, like Retribution, Haunted Grounds, Undying, etc. Those perks also need massive buffs or reworks to compensate as a one time active hex perk. Most hexs are not that oppressive enough by themselves, and are usually ignored by Survivors, and even then, they would be easily cleansed or Blessed by a powerful boon perk like CoH.

    Rework Undying: If you carry with you an Hex totem, when it's broken, you can choose a free totem to reactivate the totem. It takes 1/2/3 seconds to reactivate. You see the aura of survivors near 8 meters of a totem. You can replace boon totems with your hex to reactivate them (can be done indefinitely)

    >>That sounds like a nice rework, I would be okay with that.

    >>Conclusion: Hexs are not the problem, even when stack with other Hexes. Survivors if coordinate can communicate and find totems effectively, especially with maps and perks. And time when it is safe to cleansed or determine whatever or not hex are worth cleansed. Good experience players who play a guessing or observation game on which side's perk builds and determine the best way to play and counter theirs.

    SCOURGE HOOK REWORK

    If the killer bring 2 perks with scourge hooks, scourge hooks add up. For example, with pain resonance and gift of pain, I have 8 scourge hooks instead of 4.

    >>That's sounds broken to me; I am fine with Monster Shrine grants additional hooks in basement; but I cannot lie that i have alot of scourge hooks in the map when stacking Scourge hooks would be quite deadly and make the perks even far stronger then the randomized of 4 hooks in any part of the map.

    BASE KIT MECHANICS

    BBQ bk: Everytime a surv is hooked, the killer see where are other survs with the killer instinct. With BBQ: Killer see the aura instead of killer instinct;

    >>Not a bad change, incentives less camping if necessary. As usually it is a challenge for new killers to find survivors without perks.

    Reassurance: It activates only if the killer is 15 meters near the hook. Same effect as reassurance. If a killer is defending the hook or chasing near the hook, it doesn't activate. Rework reassurance: if you're saving an hooked survivor while you're injured, you obtain endurance as long as you're saving the surv. This effect persists for 2.5/5/10 seconds after you rescue the survivor;

    >>That sounds broken to me, especially in Endgame when the killer has nothing to do nor gens to defend. Exit gates are usually a lost cause if it on the other side of the map. It's a good thing that you mentioned camping as not camping with other Survivors are being chase next to hooked survivor. Also, the Reworked Reassurance sounds busted on any Survivor going for free hooks as both would be under the effective of endurance and will result in more face camping and waiting for free hook grabs. There need to be punishment for going for unhook in front of the Killer's face, and this perk rework sounds like a "no skill, get out of jail free card", to me!

    Ruin bk: Generators lose progress over time if left "unattended";

    >>Then what would be the point of kicking gens then if that was the case; not only you make certain kicking gens or regression gen kick perks like Call of Brine, Pop Goes the weasel, and overcharge useless. It funny how you mentioned, reworking Pop goes the weasel and implemented this change also which kills this perk.

    Pyramid Head cage basekit: I know, this name suck, but I don't have any idea of how to call it. However, the entity, in case the Killer stays for more than 10 seconds in the area of ​​the hook, will move the hooked survivor in the hook farthest from the current one. Does not activate if the Killer is defending the hook/chasing in the hook zone.

    >>Cage of Torment, and the hidden mechanic of it respawning to a new location if the killer gets too close for a short duration. Also, what would also be the point of your basekit Reassurance change also, if this was the case. Again, WHY would you implement another change and it also counter the other solution you mentioned about protecting the hooked survivor from killer close by. I get that no survivors like to be camp, but making hook respawn on the other side of the map would be bad for the Killer's pressure, such as Endgame and the exits gates are 99% on the opposite side of the map and the hooked survivor just so happens to respawn right next to their teammates next to the exits, while you are far away. I say, stay Pyramid Head main and let's just keep the cage mechanic exclusive to him, and not make regular hook teleport survivors randomly in the map.

    Last hope: in case two survivors remain, if one of the two is knocked down, he will be able to get up on his own until the last one is alive. As soon as the other dies, all survivors will die sacrificed. Each time a Survivor gets up on their own, it will take longer and longer than the last time. When all survivors are downed simultaneously, they die instantly sacrificed.

    >>The Last Stand mechanics that was tested in the PTB was a horrible implement, especially with the Basekit Unbreakable and the "buffs" to every Unbreakable perks which makes playing Killer horrible and for soloQ survivors whom decides to group up agaisnt a strong killer like nurse as easy Throwing the game.

    Massacre: in case all survivors are knocked down at the same time, all will die at the same time sacrificed.

    >>That would make super strong killers with grand mobility and lethality super strong, and if you got a veteran killer wirh best maps, addons, and perks whom is able down everyone in less then a min; Game over for Survivors whom cannot do anything about it. Plus, it makes killers prone to slug more often and possible make them DC. Just not fun to play as and it would be too easy for some killers and very difficult to even impossible for other killers.

    Punishment: If a Survivor hasn't interacted with totems, generators, or survivors for at least 5 seconds in a row for more than 30 seconds, they will become vulnerable and their aura will be constantly revealed to the Killer. It doesn't activate if the surv is healing and the killer see him and start going in his direction.

    >> Buffing AFK Crows to be more Lethal, and revealing aura. What if there are new players whom have no idea on what to do or playing immersive and stealthily behind rocks until the terror radius goes away. If they hide in lockers, the aura reading is pointless.

    >>Conclusion: I do respect that you want make the game better for both sides, but some of your ideas also counter or make your previous idea invalid or useless. Please reconsider all the positives as well as negatives effects that you idea of balance have on the rest of the game; you will be surprised on the amount of flaws such idea will have negative impact on the health of the game. Killers need to camp, tunnel, slug, and use regression perks; as the win conditions is to kill as fast and efficient as possible; as well as delay the Survivor's objectives to escape. Same for survivors, getting their objective done as quick as possible or gen rush, ensure that the killer is not able to get a easy down and hook, used the best perk/item builds to ensure that the killer cannot applying any or less map pressure as well as putting as much distance between them and the killer to ensure survivability and everyone gets out! That is why the meta is constantly changing and coming back to form again; the game needs to constantly change the meta but also significantly buff the weaker sides of both sides to compensate for stale gameplay.

    GEN REWORKS

    In my head, more skill checks can be also punitive. If a killer interrupt you while you're doing a skill check, the gen explode. But, as I said, it's only an idea and, in my opinion, it's sad to repair gens sometimes without seeing a skill check. And why hyperfocus? Because it's the only one skill based, not like prove thyself that doesn't give anything skill based.

    And your conclusion is top bro, really, I thought about something like that, but I thought it was too much. I'm glad that someone else think that survs need load of side objectives.

    ITEM REWORKS

    Meritocracy: Ok, I exaggerated, but at least for the first down, a surv must be exposed because if you bring a red add on you must deserve it, not only because you find it in the bloodweb. Why this? Because lots of killer's red add on are like "you gain this, but you loose this". Ok, not every red add on are like this, but the majority yes. You're rework on bnp it's interesting, I never thought of something like it.

    Map balancing is a priority, ok, but there will always be a prefered map for survivors (and for some killers, like silent hill for Nurse). So I prefer total removal of map offerings, so it will be only rng based. This idea came out after 10 matches in a row in eyrie of crows because all survs I met used that offering. Should have been 11 but I quit while loading because i refused to play 11 games in a row on that crap map. Regardin your conclusion, I have already lots of ideas about how rework every add on and perk of the game, to make loads of synergies.

    PERKS

    The idea of one slowdown came out because I tested it in private matches with my friend (we played like normal matchtes, we didn't take it easy etc etc). With only one slowdown and without genrush perks, the game is balanced even with D tier killers. Obviously, I will balance every killer around this idea, but this is for another post.

    Ruin: ok, but if it deactivates when someone dies, Ruin can't be an hex.

    Pain resonance: I see that you don't know the recent updates, because pain resonance doesn't show you anymore the gen that exploded.

    The problem with hexes is that they can explode in like 10 seconds after the beginning of the match, and if it happens is GG you play with 3 perks.

    SCOURGE HOOKS

    Ok, maybe adding up is too much, but at least I want 1 more for each scourge hook a bring would be fine. 4 Scourge are too few.

    BASE KIT MECHANICS

    Reassurance: it's only an idea mine, obviously it must have some "clauses". The rework of the perk ok, can be really strong, but actually can be interesting at the same time, because you have to loose time to heal from deep wound, so it could be both a strong rework but, at the same time, you loose an health state to save someone and you have to recover to not going to dying state.

    Ruin bk: It would work only after too much time the gen isn't touched by survivors and my idea is to make this to help killer with low map control and, as another guy said, it could be different for every killer. For example trapper would have a bigger ruin bk than nurse, for example.

    Pyramid head cage: it's only an idea, obviously it must have some "clauses". These ideas would not be implemented at the same time let's say, my idea was either the reassurance base kit or the cage. I don't know, but in my opinion these changes should be tryed to see if are actually healty for the balance of the game.

    Last hope: it activates only when 2 survivors are alive, 2/4 not everyone alive. If someone is in dying state, he could pick himself up in like 10 seconds, example. The next time, to pick himself up he will take like 20 seconds, next 30 and so on. It's boring waiting to die, and with this at least there are more points and maybe 2 survs can change the match (it won't be the first time I see games overturned by two survivors).

    Massacre: You know what isn't fun? Loose a game because you find a 4 swf with 4 unbreakable, you manage to down all simultaneously 4 times, but they manage to save everyone only because they have unbreakable. Ok, maybe not instantly dies, but I would love to see a punishment because all the 4 survs are downed simultaneously, maybe when one of the is hooked everyone gain an hook and they can pick themselves up, something like this, somethings to punish bad plays and that can't be countered by one of the 274882747 second chance survs have.

    Punishment: With "Constantly revealed to the killer" I inteded also in lockers. Obviously if someone is hiding in the terror radius doesn't count, it was too obvious that I didn't think it was necessary to specify it.

    Everyone complain about tunneling/camping and genrush, but you say that killer must tunnel and survs must genrush. I agree, but then why do people complain if these things are good? I know, killers must kill fast and survs must repair fast, but what if this isn't needed? Some years ago genrush was rare and tunneling same, now is a must in particular tunneling because survs objective is way faster than killer's objective. But both tunneling and genrush are boring, so i would like to find a way to make dbd more chase oriented instead a repair gen simulator, also because it's ridiculous the time a gen take to be repaired.

  • @illNicola said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3318368#Comment_3318368

    GEN REWORKS

    In my head, more skill checks can be also punitive. If a killer interrupt you while you're doing a skill check, the gen explode. But, as I said, it's only an idea and, in my opinion, it's sad to repair gens sometimes without seeing a skill check. And why hyperfocus? Because it's the only one skill based, not like prove thyself that doesn't give anything skill based.

    And your conclusion is top bro, really, I thought about something like that, but I thought it was too much. I'm glad that someone else think that survs need load of side objectives.

    ITEM REWORKS

    Meritocracy: Ok, I exaggerated, but at least for the first down, a surv must be exposed because if you bring a red add on you must deserve it, not only because you find it in the bloodweb. Why this? Because lots of killer's red add on are like "you gain this, but you loose this". Ok, not every red add on are like this, but the majority yes. You're rework on bnp it's interesting, I never thought of something like it.

    Map balancing is a priority, ok, but there will always be a prefered map for survivors (and for some killers, like silent hill for Nurse). So I prefer total removal of map offerings, so it will be only rng based. This idea came out after 10 matches in a row in eyrie of crows because all survs I met used that offering. Should have been 11 but I quit while loading because i refused to play 11 games in a row on that crap map. Regardin your conclusion, I have already lots of ideas about how rework every add on and perk of the game, to make loads of synergies.

    PERKS

    The idea of one slowdown came out because I tested it in private matches with my friend (we played like normal matchtes, we didn't take it easy etc etc). With only one slowdown and without genrush perks, the game is balanced even with D tier killers. Obviously, I will balance every killer around this idea, but this is for another post.

    Ruin: ok, but if it deactivates when someone dies, Ruin can't be an hex.

    Pain resonance: I see that you don't know the recent updates, because pain resonance doesn't show you anymore the gen that exploded.

    The problem with hexes is that they can explode in like 10 seconds after the beginning of the match, and if it happens is GG you play with 3 perks.

    SCOURGE HOOKS

    Ok, maybe adding up is too much, but at least I want 1 more for each scourge hook a bring would be fine. 4 Scourge are too few.

    BASE KIT MECHANICS

    Reassurance: it's only an idea mine, obviously it must have some "clauses". The rework of the perk ok, can be really strong, but actually can be interesting at the same time, because you have to loose time to heal from deep wound, so it could be both a strong rework but, at the same time, you loose an health state to save someone and you have to recover to not going to dying state.

    Ruin bk: It would work only after too much time the gen isn't touched by survivors and my idea is to make this to help killer with low map control and, as another guy said, it could be different for every killer. For example trapper would have a bigger ruin bk than nurse, for example.

    Pyramid head cage: it's only an idea, obviously it must have some "clauses". These ideas would not be implemented at the same time let's say, my idea was either the reassurance base kit or the cage. I don't know, but in my opinion these changes should be tryed to see if are actually healty for the balance of the game.

    Last hope: it activates only when 2 survivors are alive, 2/4 not everyone alive. If someone is in dying state, he could pick himself up in like 10 seconds, example. The next time, to pick himself up he will take like 20 seconds, next 30 and so on. It's boring waiting to die, and with this at least there are more points and maybe 2 survs can change the match (it won't be the first time I see games overturned by two survivors).

    Massacre: You know what isn't fun? Loose a game because you find a 4 swf with 4 unbreakable, you manage to down all simultaneously 4 times, but they manage to save everyone only because they have unbreakable. Ok, maybe not instantly dies, but I would love to see a punishment because all the 4 survs are downed simultaneously, maybe when one of the is hooked everyone gain an hook and they can pick themselves up, something like this, somethings to punish bad plays and that can't be countered by one of the 274882747 second chance survs have.

    Punishment: With "Constantly revealed to the killer" I inteded also in lockers. Obviously if someone is hiding in the terror radius doesn't count, it was too obvious that I didn't think it was necessary to specify it.

    Everyone complain about tunneling/camping and genrush, but you say that killer must tunnel and survs must genrush. I agree, but then why do people complain if these things are good? I know, killers must kill fast and survs must repair fast, but what if this isn't needed? Some years ago genrush was rare and tunneling same, now is a must in particular tunneling because survs objective is way faster than killer's objective. But both tunneling and genrush are boring, so i would like to find a way to make dbd more chase oriented instead a repair gen simulator, also because it's ridiculous the time a gen take to be repaired.

    Okay, I can accept you logic in that skill check can be too far random and you want bit of consistency. But I also don't like the fact that be given too many skillchecks at once, will make Generators will go insanely fast in repair. Hyperfocus I guess it is a skillfully perk, but I also don't want it to stack with other skill checks related perks like stake out and prove Thyself to be less risky and more rewarding.

    As for my 2nd objective, it is as simple as wasting the Survivors time and go look for gen parts to make the gens go fast. The concept is to make gens takes so long by themselves at the start of the match, and survivors can go split up and run around the map to look for gen parts that randomly spawn anywhere in the map and pick it up as a quest item (it will not take up a item inventory, or can be held on the left hand). They can take this gen part to any gen that want to work in and reduce the time significantly, in theory a gen that would literally be max out and take a gen 120 Or so seconds by itself (instead of the basekit 90 seconds), well the gen part you brought can shave up 10 seconds of of the gen and be fully fixed. You can stack up to a max 6 gen parts on one gen, or shave 60 seconds out of 120 seconds to up 60 seconds. But of course, in order for survivors to do that, they need to waste alot of time exploring the map, find a part and bring it to the gen, and repeat. But of course, anything can happen during that time-consuming task, as survivors might get down or refused to search parts and waste time working on a 120 second long gen.

    The Reworked to BNP is like this... A Survivor that brands the toolbox with BNP can active it and used it Fully Repair a gen uo to 25% of it progress, not by speed but in ensure that the Gen stay Repair and can never be damaged or regress by any killer regression perks like Ruin and pop. It can help with 3 gens, as if all survivors are still alive and keep their 4 toolbox with bnp safe and fully charged, they can stack it together on one gen and ensure the killer will never be able to damage it at all and make it lose any progress.

    Yes, Map Offerings are definitely pretty busted due to that that fact alot of maps are imbalance and can favor one sided, especially survivors as they can stack the same Offering and ensure with their perk build, have completed controls over the playing field over not being a good map that is not in their favor due to rng. I would be totally down with removing the map offerings, and leave it to map rng. But if the community and devs are all about keeping map offerings, and not reworking in which they can no longer be send to this maps (as my proposal changed). I do have plan B/Nerf idea for map offering, in which using a Map Offering will result in a massive nerf penalty for the side using it. For survivors, they have to give away 2-3 pallet spawns randomized. For killer, they have to give away 2 hook spawns. Imagine if a survivor used two Erie crow map offerings and end up losing 4 to 6 pallet spawn and even unluckily, losing shack pallet spawn, due to rng. (It is evil, but yay, Survivors loving playing their favorite map because how it works super well with their balancing landing, dead hard build; same can be apply to killer with small maps and they lose a very precious hook spawn in the map and they cannot hook anyone there in time.) It also indirectly buffs Sacrificial Ward, as if all 4 survivors are crazy enough to go the garden of joy and used all 4 offerings to counter your ward; well... the Survivor just lose more then 8-12 pallet spawns, more then half of their defense gone.

    Pain Resonance nerf was necessary as it was both a regression and a detection perks (as i know about it recent nerf). They kept the scream as it was expecting of Killer's to used their ears and eyes to obverse the scenario around them. If you notice up close or from a distance of a nearby Generator having sparks (usually caused after kicking, or using jolt or pain resonance) you can know that a generator has been worked on and there might be a Survivor hidden nearby too.

    The problem with hexs and how they get easily destory is usually Survivor spawn right next not just their objectives the gens, but also is able to find hidden totems yet within audible distance of a gen or Survivor spawn point. If you are unlucky as killer, the hex perks that are immediately lit upon starting the match like Ruin and Devour Hope are usually the first to go, especially when Survivors tap the gen or see already lit totems effects and take actions to cleansed or Blessed it first. Usually hex perks like Haunted ground and Retribution or even third seal are usually ignored in high ranks survivors play, as those perks effects are not that game changing and can be left ignored. If it was up to me to fix Hexes so that they are protected for a first minute of the match. I would go for one or two options

    Option A: Make Hexs invisible to the survivor point of view, yet still active for one minute or 60 seconds. So that, way it is all about a guessing game on which dull totem is the active Hex Totem.

    Option B: All survivors start the the match with the Cursed effect, which makes it so that nobody can cleanse any active hex perk totem for one Minute. Similar to Plaything, Hex will have the Entity blocker and will deny any Survivor ability to cleansed any hex totem for the first minute of the trial.

    The Scourge Hook proposal you just made is alot better then stacking a another scourge hook perk and double the amount of Scourge hooks per perk. I would be fine with adding one scourge hook extra per perk into the map. Up to a maximum of 8, plus the 12 for basement (if Monster Shrine is counted in the full Scourge perk build), that would be fair. Obviously, if we made 4 scourge perks give you 16 hooks to scourge, that would be oppressive everytime the killer gets a hook.

    Argument of implementing Basekit Reassurance as well as Teleporting hooks together would be just too strong and will make playing Killer horrible as camping will no longer be a strategy. I don't like the idea of given too much free opportunity to survivors if they can get easy free saves when the killer is unable to be near. I guess I would be fine with just basekit Reassurance alone, but never the hook Teleporting, as what about the Endgame scenario in which Survivors have completed their gens and 99% exit gates and your only option as killer is to camp and bait the Survivors for last attempt save. It not like securing a hook can reset a generator progress or even complete regression the exit gate switch, so why bother leaving the hook when killers don't have much options to play except for one which is to killer. (I know I sounds like I am defending camping, but the game straight removed one of the Killer's objectives which is to stop gens from being finished and only gives them one option at the end. If we enable two them together, killer will be much more impossible to play in Endgame in high levels.)

    If I wanted to give killer a basekit of something, it would not be Ruin; I would instead make Corrupt Intervention be the basekit perk as it will help Any killer with pressuring survivors and getting them all together to go face to face with the killer first. I still dont like the fact that implemented Ruin as basekit and not needing to kick gens anymore. It would make gens kicking perks useless unless they get rework to do something else, or even if you get close to a gen area with gen progress, sometimes you have no idea if he survivors is there or was there and abandon the gen for another. I like to kick gens or use gen perks like jolt to see the sparks gens gives, so that I know no body is on it and hasn't yet. If gens are sparking all the time, thanks to basekit Ruin; how will I ever know if survivors have work on it or not.

    Last hope and Massacre argument: I saw the PTB when they tested it and trying to implement it to discouraged slugging and make Mori fun and basekit. But it quite few problems as well as exploitable things that both sides can bring to make these new mechanic unfun to play against. For survivors, they can stack and used all kinds of unbreakable based perks and pick themselves themselves up dozen of times in such a short period of time. Instead of 45 seconds basekit, new unbreakable, boon expocitenal, etc. Can make you recover in less then 12 seconds if the conditions are right. Flip Flop and power struggle becomes insane strong and survivors can intentionally slug and be on top of pallets to ensure that they can be pick up and taken to hooks (this is worse in swf, as you can tell your team to go do gens, they can get of the Killer's back thanks to power struggle "being buffed", or... they can simply tell the team to distracted the killer long enough so they can pick themselves as many time as they want.) Basically, it creates a lose lose for the killers trying to hook but they cannot when survivors. As for the Killer's end, a ptb that was meant to disencouraging less slugging was going the opposite effect and heavily encouraging alot of killer's, especially the strongest to go for the 4 survivors slugfest as it would be a easy 4k win for them. It also gets worse when there are two survivors left and the two just simply stay as far away as possible, so they can constantly unbreakable all the time and prolonged the game inevitable.

    I would possibly be fine if unbreakable doesn't work by itself, but if say more then two survivors go down it can be used to pick up oneself, to discouraged slugging. And maybe, make if so that survivors everyime they pick themselves up becomes exhausted or hinder for a limited time. And possible make it impossible to used pallets immediately, unless power struggle is involved. It can be survivors whom pick themselves up from the ground underneath pallet, will get a couple of seconds of not being able to drop the pallet button, so that they cannot get away. As for the other proposal, I would be down with nerfing the Massacre slightly in which it only trigger at end game if say all remaining survivors are down at once, or when there are two survivors left when the objectives isn't finished. That would be fair, while not making super strong killers put a immediately end to the trial in the first minute of the game, like blight or nurse. Personally, I would rather these two things don't get implemented until they make it fair for either side; but I can at least understand that slugging is not fun, but so unlimited unbreakable without downsides. Also as a side note as to why unlimited unbreakable is a bad idea, it makes certain killers that relie on slugging for their power to be effective (twins, Oni, etx.) Far useless. Those killers needs massive buffs or reworks too, to compensate for this possible basekit unbreakable changes.

    As for my final consultation, even though the devs already set it in stone; but the win conditions of escapes and kills, intentionally or not, whatever we like it or absolutely hate it; have conditions survivors to gen rush and killers to camp and tunnel to achieve the goals to win by escapes and kills this way. Going for multiple chase and hooks is pointless act for most killers, as it simply Giving survivors too much-needed "second chances" to escape and get their objectives done as fast as possible without sacrifice a Survivor in the process. Also. Vice versa... killer's needs to camp and tunnel as the game rewards them with easy kills by tunneling the por one Survivor or two out of the game quickly; and have increased chances to win this way. Why go for different hooks, when there is no reward towards slowdown and any means to delay the Survivor's only objective to escape. That is why the metas perks exists and why strongest killers and sqf survivors always win, it all about the fact they can achieve victory, with right set of perks and conditions to win.

    If only, the devs bother to rework the matchmaking to not be all about the escapes/kill conditions and the system also provides reward incentives for hooks as killer and more objectives to do for survivors besides gen fixing; only then can it they proper changes the way killers and survivors need to genrush and tunnel/camp to win. But unfortunately, the devs don't seem to know those win conditions are the far reasons why Camping/tunneling/Genrushing/etc. Are the core aspect of the entire game and they will never be easily removed from the game. Even it it makes the matchmaking system "easier" to determine a fair match up, it mostly certainly isn't perfect and it will never stop veteran dbd players from doing the most "toxic" means to win as it is effective way possible.

    (I don't like to camp and tunnelling as killer myself, but if I have challenges from the rift to do, if have adept challenges to complete for achievement, if the Survivors will piss me off and play dirty; I will. Same as survivor, I don't like to teabag but I do like to play with my team, and mess around with my friends; while understanding for the killer as they play their best. I even try to be sympathetic for them too, and help them be better at the game. Not everyone has the same mindset as me, and likes to be achiever-big shot player whom enjoys being toxic and ruin the fun for everyone involved)