How to fix Dead by Daylight.

Well, what are the main issues? The game is heavily RNG based for one. Whether it be how map tilesets could either make or break a game for either side, or inconsistent skill check mechanics which either made things like Ruin broken or downright useless (looking at Autodidact here), and even things like Killer addons locked behind the blood web. RNG isn't a bad thing in general, it just wasn't implemented correctly.


The other issue is things like Solo Queue survivor VS SWF groups. Solo queue survivor is often a terrible experience while coordinated groups is also almost always a terrible experience, just for the killer instead. Weak killers are weak when they usually become easy prey for those groups, and strong killers are usually considered strong because they can stand toe to toe with those groups. Hag, Freddy, Nurse, Spirit, Huntress, ect.


If you buff weak killers to be balanced against groups then you'll just kill the solo queue experience. If you nerf strong killers for solo queue then you'll just leave the killers to be bullied out of the game.


You also have problems of whether or not something is "fun". For this point I'm definitely biased. I 100% believe BHVR cares less about what is fun to killers and focuses more on survivors. Things like generator speeds fall into this category. Killers hate the current speeds for the most part, especially after Ruin was removed. 1-2 mistakes can cost you 2 or, god forbid,3 gens sometimes. If the team is relatively uncoordinated then it can be fine, but again when you have groups gens could fly too fast for killers to even react, even if they are playing optimally.


Having map pressure while still retaining a good ability to kill is why the top killers are at the top. Without one or the other you get things like clown, leatherface, or legion. Sure, with the first 2 you do have some quicker down potential. But why does that matter to the 3 other people doing generators. There's nothing forcing them to move off those gens. Legion being the exact opposite where he has some map pressure with minor mobility and constant injures, however at the end of the day he's still an M1 killer when it comes to downing people.


But they can't be any slower either. If they were slower then obviously it would hurt those uncoordinated teams but the biggest reason why is because generator gameplay isn't fun for the player. Go AFK for a while and hold space bar. Hit the occasional giant skill check. Boring. Turns off newer players just getting into the game. I don't completely disagree with that.


So with all these problems I have a solution: Make every team a coordinated team.

Add in an ingame chat window. Not only allow survivors to chat but also give them the ability to use hotkeyed callouts similar to other team based games. Things like "Repairing a Generator.", "Let me heal you!", "Being chased.", "Killer near me." ect.

Make something like Bond base kit for survivors. Could just make it to where survivors can see each other globally or you could limit it to range like normal bond. Either way works. Make auras color coded so players can be differentiated like CSGO.

Could even think about a built in voice chat later down the line, though probably not the best idea of course.

Remove the space bar spam on struggle phase. It's annoying, there's no reason it should be there, and most importantly it also opens up players to getting smashed by weird bugs. I'm witnessing multiple instances every week of players dying to dedicated servers because the game isn't registering space bar input.

Skill checks should also be reworked which I have a simple idea for. Just allot a specific number of skill checks at specific intervals during whatever action you're doing. A generator could have 1 skill check every 10 seconds of repair. If multiple people are performing the action then the frequency of the skill checks increase accordingly. A solo healing action could have a guaranteed 4 skill checks after every 25%. Skillcheck based perks, whether it be killer or survivor, should each have a built in modifier that increases the amount of skill checks you have to do while affected.


With survivors given the tools they need to coordinate even in solo queue, that opens up killers to more diversity and leeway for balancing. Which of course I have some thoughts on.

Give killer a fifth perk slot. A lot of killer mains feel pigeon holed into using meta perks and that makes builds boring. With an additional perk slot it could open up a whole lot more build diversity instead of leaving them with no room for backup perks when trying weird builds.

Second and more important change is make killer addons permanent or change the blood web for killers so they can spend their blood points and guarantee the addons they want. On a lot of killers addons actually make more of an impact than the perks themselves. Some killers even can't play properly without the right perks. There's also cases where the killer has a handful of usable perks while the rest are pointless (Bubba).

It's not just a simple power boost like the items and addons of survivors, it's a much more needed necessity which in a lot of cases almost entirely changes how the killer plays. Of course though there's a lot of addons that aren't going to be particularly good with this. Things like 1 shot huntress, no phantasm cross map teleport Hag, or Infinite T3 Myers. However that's not an overall problem with the idea, that's just an individual problem with certain killers that can be fixed with balancing.

Comments