Mechanics of Gameplay - Discussion

Here is some discussion on FIXES for the game: I am just throwing ideas here and hoping that one or all stick. If not, Hey at least I tried.

Mori Rework:

There has been a continued discussion about Mori. If players see the tile that never turns over and is COLORED black. They know it is more than likely a Mori. - So what if we talk about a Constant. Where Mori is based upon a new meter that builds called "killer rage". Doesn't matter If the item is pledged or not. The more pallets that the killer gets looped through or palleted on. The more this meter begins to build. Which soon enough. Just allows the killer to go right for the "goal" and get to butcher their survivor?

Slugged survivors:

Nobody likes crawling around, so players find this an excuse to exit the match if they are left on the ground long enough. Lets put an idea here for Risk/reward. All hooking posts in the game allow a survivor to crawl to it. and begin climbing up the pole. That way we put pressure on killers to hook their victim or face punishment of not doing so.This might even work for the collective efforts of unhooking a survivor that was tunneled?

The Ranking system:

As the games continue on. Eventually everyone reachs the top ranks, with good efforts. Lets make ranks mean something. LIke any game. It should become more difficult as you rank.

  • Less hooks on the playing field as you rank.
  • More generators on the map for completion as you rank.

The Hatch.

The hatch is nice, because it WAS a good insurance card, but after the revisions it has created more problems than it has solved. Especially with a survivor stand-off. 2 survivors remain. Nobody does anything. The problem didn't get fixed.

options to explore:

  • 2 survivors eliminated means the hatch appears on the map.
  • Survivors should be able to apply an action to the hatch to be able to unlock it again.
  • the last 2 remaining survivors can chose to lockpick the hatch, but the killer receives a notification, unless only 1 survivor remains.

---- Remember, these are JUST ideas! Discuss - ------

Tagged: Trusted

Comments

  • Only the first idea I could maybe get on board with

  • @TAG said:

    Only the first idea I could maybe get on board with

    Ah yes I will only get on board with the killer buff lmao

  • None of this really solves anything imo.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1065838#Comment_1065838

    Ah yes I will only get on board with the killer buff lmao

    I said maybe. It would have to actually be balanced. As in not OP like non-Cypress Moris.

  • Okay, I appreciate the ideas, let me read what you posted and see what can stick:

    Mori Rework:

    There has been a continued discussion about Mori. If players see the tile that never turns over and is COLORED black. They know it is more than likely a Mori. - So what if we talk about a Constant. Where Mori is based upon a new meter that builds called "killer rage". Doesn't matter If the item is pledged or not. The more pallets that the killer gets looped through or palleted on. The more this meter begins to build. Which soon enough. Just allows the killer to go right for the "goal" and get to butcher their survivor?

    I don't like this idea for one reason: good survivors are punished and bad killers are rewarded. I don't think we should add comeback mechanics that punish survivors who performing well, at least this shouldn't be a constant.

    However, I think we should keep Mori as offerings, but they activate once the Exit Gates are powered.

    Cypress becomes basekit, this means the killer will have a constant Crypress offering in every game.

    If there are more than 2 survivors alive, Ivory will allow you to mori all survivors once the Exit Gates are powered, but only survivors you have hooked. This will not be basekit since this is too powerful to be a base comeback mechanic.

    If there are more than 2 survivors alive, Ebony will allow you to mori all survivors once the Exit Gates are powered, but only survivors you have hooked, and the EGC will initiate after the 5th generator is completed. Obviously, this cannot be a basekit due to how powerful this comeback mechanic is.


    Slugged survivors:

    Nobody likes crawling around, so players find this an excuse to exit the match if they are left on the ground long enough. Lets put an idea here for Risk/reward. All hooking posts in the game allow a survivor to crawl to it. and begin climbing up the pole. That way we put pressure on killers to hook their victim or face punishment of not doing so.This might even work for the collective efforts of unhooking a survivor that was tunneled?

    I personally don't mind slugging because you don't lose a hook state and can sometimes prevent yourself from dying altogether because you crawled away.

    Wanna see an example?

    NMCKE playing Dead by Daylight: Special Edition. View more XboxOne clips at GameClips.io


    I think there are plenty of perks and mechanics that already soft counter slugging such as Unbreakable and previously, the recovery threshold was increased to 95%. If the killer is slugging for the 4K, obviously do not attempt a rescue and let the killer catch you with your pants down. If the killer gets value from slugging because survivors clump together or you got baited to save, then they will keep doing it since it works. ๐Ÿ˜


    The Ranking system:

    As the games continue on. Eventually everyone reachs the top ranks, with good efforts. Lets make ranks mean something. LIke any game. It should become more difficult as you rank.

    Less hooks on the playing field as you rank.

    More generators on the map for completion as you rank.

    This would encourage deranking for easier matches because both sides will have it harder as they reach higher ranks. We need a system that doesn't change the game at its core to prevent this, and I believe we can achieve this by changing the emblem system.

    The killer emblem system needs to be removed and have a new system base of sacrifices and hooks.

    0K or 2 Hooks = -1

    1K or 4 Hooks = -1

    2K or 6 Hooks = 0

    3K or 8 Hooks = +1

    4K or 10 Hooks = +1

    Whatever threshold benefits the killer the most is what decides their win condition.

    For example, a 3K with 3 hooks:

    0K or >1 Hooks = -1

    1K or >3 Hooks = -1

    2K or >5 Hooks = 0

    3K or >7 Hooks = +1

    4K or >10 Hooks = +1

    You got more than 1 hook, which is a -1 but since the killer got a 3K, which is a +1. 3K will take priority because it benefits you the most. ๐Ÿ˜


    The survivor ranking system is fine, it just needs more fine tuning in my opinion.


    The Hatch.

    The hatch is nice, because it WAS a good insurance card, but after the revisions it has created more problems than it has solved. Especially with a survivor stand-off. 2 survivors remain. Nobody does anything. The problem didn't get fixed.

    options to explore:

    2 survivors eliminated means the hatch appears on the map.

    Survivors should be able to apply an action to the hatch to be able to unlock it again.

    the last 2 remaining survivors can chose to lockpick the hatch, but the killer receives a notification, unless only 1 survivor remains.

    ---- Remember, these are JUST ideas! Discuss - ------

    I like the idea, but it's not perfect, it definitely needs some changes to be a balanced mechanic.

    The hatch will only spawn in once there are one survivor remaining or if all generators are completed. This prevents survivors from hatch camping and hiding until their buddy is dead.

    Once there are two survivors remaining, a 60 second timer will start. The timer will only tick down when all generators are fully regressed and have no progress on them.

    Once the timer expires, the EGC will initiate and both survivors will suffer a 50% penalty towards opening the Exit Gates.

    If the killer sacrifices a survivor, the penalty still persists but the hatch spawns in opened.

  • What if survs were able to crawl on the hook themselves thereby negating the hooking score and kill?

    I am seeing lots of games with slugging now and it is getting boring really quickly. To the point where i am thinking of unbreakable which i have never used.

  • Good feedback. please keep on posting :)

  • What's the purpose of climbing a Hook?

  • The discussion of climbing the hook post was to allow survivors to get out of the dying state. But at the same time allow killers to find survivors easier. When a survivor is slugged. They can look for the hatch. Risk/reward idea.

  • @InnCognito said:

    Here is some discussion on FIXES for the game: I am just throwing ideas here and hoping that one or all stick. If not, Hey at least I tried.

    Mori Rework:

    There has been a continued discussion about Mori. If players see the tile that never turns over and is COLORED black. They know it is more than likely a Mori. - So what if we talk about a Constant. Where Mori is based upon a new meter that builds called "killer rage". Doesn't matter If the item is pledged or not. The more pallets that the killer gets looped through or palleted on. The more this meter begins to build. Which soon enough. Just allows the killer to go right for the "goal" and get to butcher their survivor?

    Slugged survivors:

    Nobody likes crawling around, so players find this an excuse to exit the match if they are left on the ground long enough. Lets put an idea here for Risk/reward. All hooking posts in the game allow a survivor to crawl to it. and begin climbing up the pole. That way we put pressure on killers to hook their victim or face punishment of not doing so.This might even work for the collective efforts of unhooking a survivor that was tunneled?

    The Ranking system:

    As the games continue on. Eventually everyone reachs the top ranks, with good efforts. Lets make ranks mean something. LIke any game. It should become more difficult as you rank.

    • Less hooks on the playing field as you rank.
    • More generators on the map for completion as you rank.

    The Hatch.

    The hatch is nice, because it WAS a good insurance card, but after the revisions it has created more problems than it has solved. Especially with a survivor stand-off. 2 survivors remain. Nobody does anything. The problem didn't get fixed.

    options to explore:

    • 2 survivors eliminated means the hatch appears on the map.
    • Survivors should be able to apply an action to the hatch to be able to unlock it again.
    • the last 2 remaining survivors can chose to lockpick the hatch, but the killer receives a notification, unless only 1 survivor remains.

    ---- Remember, these are JUST ideas! Discuss - ------

    All hooking posts in the game allow a survivor to crawl to it. and begin climbing up the pole


    Are you telling me slugging survivors are going to hook themselves now ? I mean... ok I'm down for that save me the effort.


    Or are you telling me they are all gonna have free revivals... because no that's bs.

  • I think they should remove the hatch. Not let it appear for two people lmao! Imagine two DC then two just instant leave with the key lollololol 20 second match JUST IMAGINE.

    Lockpicking ? Wowow you wanna give everyone a key on basekit wowowowow

    Do gens for the exit gate or die how easy you wanna make this game for survivors :D