What was your favorite suggestions that has been knocked down immediately by naysayers?

We all know the scenario:

Someone has a good idea for how to improve/alter the game fairly, and like clockwork an onslaught of people will pour in crying bloody murder about how this change

  • would never work
  • would ruin the game
  • would never work because the devs are too lazy/don't care
  • would never work because it wouldn't make money
  • would give an unfair advantage to both sides (aka people in consecutive comments are convinced it'd give an advantage to either side for the exact same reasons)
  • musn't happen because 'if you don't like (broken/unfair/generally bad element) uninstall the game'

etc.

So, which suggestions that have been suffocated in their wake by naysayers had been your favs/would you have loved to see?

Mine were

  • marking swf as such
  • being able to block matches with certain killers
  • charms actually doing something
  • perkpool getting cleaned up
Tagged: Trusted

Comments

  • I mean to be fair. Most of us aren't developers and do suggest some that just isn't feasible. Most people tend to forget that having a cool idea is only the first and easiest step to adding/changing something in the game

    To answer the question though. Having injured people have a reduced repairspeed and giving a repair bonus for every dead survivor. While i realise it would completly change the balance of the game I really like the concept and how it slows down the game while making tunneling not the best solution

  • That nurse needs a full on rework since she breaks the game

    Yes I know she requires skill

    Yes I know she’s buggy

    Yes I know SWF can beat her

    All of these do not make her suddenly fair

  • The idea of 'Hook Corruption' as base kit: Survivors lose X% of gen speed (33% makes sense, maybe 25%, or maybe more for first hook, less for second hook to prevent endgame scenarios where everyone is crawling to finish a gen) per hook state lost.

    This does a lot of good things: It rewards killers for hooking via a tempo win no matter what, so they feel less compelled to slug. It slows down the game overall without slowing initial gen speeds. It doesn't help the killer at all if they camp, as the survivors they aren't hooking are repairing just as fast, and it discourages tunneling, as eliminating a survivor on final hook is still technically better than hooking a fresh survivor, but not by much at all so if the fresh survivor gives a free hit its almost always work taking it on them.

    Basically it solves the entire problem of the hook dynamic for killer in that right now hooking survivors is CRAZY UNREWARDING unless your already super ahead or think it will get you more tempo via you being able to get a chase off that hook state (AKA, at LEAST patrolling it), and gives a more mechanical reward for excellent play that isn't 'constantly drive survivors off gens without actually advancing the game until you do it like 16 times' which, while totally doable as a good killer, is kinda... unfulfilling and very frustrating and non-intuitive.

    Ultimately the camping/tunnel problem won't ever get better without some sort of buff to killer tempo that makes player elimination not the ultimate goal for gaining control of the timing of the match, as the only way to ensure gen speeds slow down is basically get someone out of the game, which is why killers focus on that so amazingly hard. Until killers have other ways to slow gen speeds that are more interactive, its still gunna be tunnel, slug, camp all day every day to snowball, get the critical tempo shift, and win matches. It also would add tension to getting hooked again, which the game sorely needs. Survivor is always mega boring if you don't give a ######### about your first two hooks.

  • Someone had an interesting anti-camp idea that I think got shot down instantly.

    I think the person suggested that if the killer is "within a very close proximity to a hooked survivor while the chase mechanic isn't active" the remaining survivors receive a buff to repair speed.

    If a survivor wants to abuse this anti-camp mechanic by looping around the hook it won't work as the killer will be in a chase. So basically:

    Killer defends the hook against aggressive survivors that loop around the hook?

    Gen rush mechanic won't activate because of the active chase mechanic.

    Killer just hovers around the hook doing nothing?

    Gens will go even faster allowing all 3 other survivors to escape even if the killer facecamps the very first hook at the very start of the match.

    This "anti camp" mechanic would also not be an issue in terms of the EGC unlike the popular idea of stopping the hook timer.

    One issue I see however is generators near a hooked survivor. What if let's say there's a 90% gen near a hooked survivor?

    You can't expect the killer to leave so how can this issue be solved? Gens can't progress near a hooked survivor? This would just make killers hook survivors near gens on purpose so they can camp the hook until they die while the 90% gen can't be finished.

    Not sure if the repair speed buff to the other gens on the map could make up for this.

    Not saying this idea should be implemented ASAP.

    Just saying I found the idea interesting.

  • What do you mean that Iridescent Head basekit doesn't work. It would be really healthy for the game.

  • Hatch shouldn't spawn unless 2 gens are done.


    Overly benefits survivors for doing poorly. If your team didn't get a gen done, seems like you should have been doing the objective rather than hiding.

  • My Predator rework.

    Their criticisms made sense, i just liked the idea of improving Wraith's less-than mediocre Teachables.

  • Punishing people who excessively ragequit. :P

  • @Boss said:

    My Predator rework.

    Their criticisms made sense, i just liked the idea of improving Wraith's less-than mediocre Teachables.

    Predator is the only perk in the game that is mostly a hinderance besides no mither

  • A couple years ago I was on here saying "killer needs to be able to close hatch" and really supported this idea but then it was met with doomsday prophecies from people.. but then look what happened :-)

    And thats not the only thing like this

  • Spirits bug made her more balanced and fun and it should have been permanent.

  • The introduction of 5 perk slots into the game

  • Totem Count, Chase Indicator, and Killer Proximity to Hook Indicator.

    Killers freak out, but the truth is: Until we close the gap between Solo and SWF, killers can't get the buffs they desperately need. These things are necessary to close the gap, because they're information SWF's on coms get for free. But killers freak out at the very suggestion. It'd be so much healthier for balance in the long run.

  • Hag being completely reworked or deleted from the game 👍

  • Shorten the EGC timer.

    -You should have been here before when there was no timer.

    -It's only 4 minutes, suck it up.

    -You're an idiot.

  • I always liked the suggestion to let killers Mori the last survivor. I mean...you added these really cool kill animations but I can’t even burn a Mori without an abundance of hate or DC.

    People always shut it down quoting very small perk opportunities that still exists despite being the last survivor in game.

  • Moris should be available after first hook. 2 hooks makes them basically worthless

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2005611#Comment_2005611

    Predator is the only perk in the game that is mostly a hinderance besides no mither

    It wasn't the best idea i had, looking back on it now.

    There can be better abilities, i just have no idea yet.

    I want the idea to be in the same general area as the current ability, y'know?: Something with tracking, something with Scratchmarks.

  • I can understand why some of the ideas are immediately shot down.

  • Y'know... after reading some of these comments maybe there's a good reason these ideas got turned down.

  • I once suggested that they make Ultra Rare add-on Rules Set No.2 (hides Jigsaw box auras for survivors until their RBT is activated) part of Pigs base kit, and replace it with:

    Heart Monitor Trigger (UR):

    Reverse Bear Traps now activate without a timer when a survivor with one is unhooked. If a survivor with an Active Reverse Bear Trap is Sacrificed, all other active Reverse Bear Traps are Triggered.

    Tremendously increases Jigsaw Box Search time. (+8 seconds)

    Tremendously Increases Jigsaw Box Skill check Difficulty. (-20% skill check success zone)

    Removes all Great Skill Check Success zones from Jigsaw boxes.

    "You are not a good listener. I think you missed the part that if he dies, you die." - Amanda Young


    Now you may think this is OP as hell on first glance but you have to think of how it works:

    Pros:

    Potential to kill more than 1 survivor if you manage to sacrifice a survivor with an active RBT.

    Jisgaw boxes take longer to search, and have slightly smaller success zones.

    Encourages team mates to protect each other until the RBT's are removed.

    Cons:

    RBT's aren't activated until the survivors with them are unhooked, granting survivors time to try and remove their RBT before unhooking their allies.

    RBT's no longer feature a timer, nor do they activate via gens, so there's no gen slowdown due to getting a "friend hat" from the Pig.

    Pig has to fully sacrifice a survivor on a hook with an Active RBT in order to get any other RBT's to trigger and kill other survivors, Mori's won't do it.

    Jigsaw box RNG is still a thing, so it's still highly possible to get the RBT off your head with the first or second Jigsaw box searched.


    Basically This has the potential to create a chain reaction of RBT deaths, but in practice, it'll likely only get 1 other survivor at most by the time someone dies with an active RBT, if that. Still, it puts a lot of pressure on survivors to try and get their active RBT off before unhooking someone whose RBT hasn't been activated yet, as well as help each other stay alive until all RBT's are disarmed. I thought this would be a far better alternative for the Ultra Rare add-on slot.

    Despite the cons which I feel make the potential power of this add-on more balanced, and the fact that it would follow the Saw franchise lore surrounding Amanda (Pig) better, I got slammed with a slew of comments from survivors saying they would DC in droves against Pig if the idea were implemented, and the only thing anyone agreed on was that "Rules set No.2" should be base kit. I believe that the reason they shot it down so harshly is simply because they didn't understand that I had balance in mind when coming up with it, which is why I took the liberty of spelling it out this time around.

  • @dezzmont said:

    The idea of 'Hook Corruption' as base kit: Survivors lose X% of gen speed (33% makes sense, maybe 25%, or maybe more for first hook, less for second hook to prevent endgame scenarios where everyone is crawling to finish a gen) per hook state lost.

    This does a lot of good things: It rewards killers for hooking via a tempo win no matter what, so they feel less compelled to slug. It slows down the game overall without slowing initial gen speeds. It doesn't help the killer at all if they camp, as the survivors they aren't hooking are repairing just as fast, and it discourages tunneling, as eliminating a survivor on final hook is still technically better than hooking a fresh survivor, but not by much at all so if the fresh survivor gives a free hit its almost always work taking it on them.

    Basically it solves the entire problem of the hook dynamic for killer in that right now hooking survivors is CRAZY UNREWARDING unless your already super ahead or think it will get you more tempo via you being able to get a chase off that hook state (AKA, at LEAST patrolling it), and gives a more mechanical reward for excellent play that isn't 'constantly drive survivors off gens without actually advancing the game until you do it like 16 times' which, while totally doable as a good killer, is kinda... unfulfilling and very frustrating and non-intuitive.

    Ultimately the camping/tunnel problem won't ever get better without some sort of buff to killer tempo that makes player elimination not the ultimate goal for gaining control of the timing of the match, as the only way to ensure gen speeds slow down is basically get someone out of the game, which is why killers focus on that so amazingly hard. Until killers have other ways to slow gen speeds that are more interactive, its still gunna be tunnel, slug, camp all day every day to snowball, get the critical tempo shift, and win matches. It also would add tension to getting hooked again, which the game sorely needs. Survivor is always mega boring if you don't give a ######### about your first two hooks.

    Not only would you have to nerf every single slowdown perk you would have to nerf all the killers that have slowdown as part of their basekit. Then you would have to buff every item and perk that affects gen speeds.

    After you did all that you would have to convince survivors that its worth staying in a game with 33%+ slowdown. People already dont want to do gens for 80 seconds why would they want to do them for over a 100.

    Lastly it wouldnt change a thing about tunneling or camping. People would still do it.

    So in the end while it would give killers another thing for hooking a survivor. But it would take away reasons to stay in the game for survivors.

  • I'm surprised my totem indicator HUD element idea was as disliked as it was, especially since it would give the most information to the Killer and only a bit more to solo queue Survivors.


    But I guess giving solo queue even a crumb more information is somehow "broken" (it isn't) and they "have enough resources already" (they don't).