How to Fix DbD:

My take on how to fix DbD as of Patch 4.5.2. I know that the devs will never take these seriously or respond to this post, but here's hoping they might.


=== KILLERS ===

The Nurse: Total power rework. The Nurse does not follow the core components of the game (i.e. once you are spotted not even pallets will help you escaped a Nurse player that has practiced.)

The Spirit: Remove ability to hear survivor's groans of pain while phasing and add some form of notification (like environmental fog increase) that The Spirit is phasing near you when you are working on a generator (the phasing sound is too quiet. I feel especially bad for those who have hearing problems).

The Huntress: Add a limit to how long a charged up hatchet can be held before a cooldown and/or reduce max number of hatchets carried at one time. Change iridescent head add-on.

The Shape: Update power and add-ons. I have written ways to fix The Shape since he hasn't received nearly any changes since his release in 2016. Check it out here:

@Revolver_Ocelot said:

===============PLEASE READ ENTIRE DESCRIPTION BEFORE CASTING YOUR VOTE===============

The Shape as you may or may not know was released a little over three years ago (October 25, 2016). Since then, we have received new DLC characters, perks, and environments that have changed the base game. Below are some ideas that I believe would enhance gameplay of The Shape in Dead by Daylight and provide classic, horror scenarios akin to the Halloween franchise. OF COURSE, NOT ALL THESE IDEAS HAVE TO BE ADDED. You may like some and dislike others, and that is OKAY! :)

I would like to know which ideas you all like and/or dislike. Maybe you might like all of them... or none... Please leave me some feedback, hopefully the Developers will see this and make some much needed changes.

Evil Within update: Similar to The Oni's ability meter "Yamaoka's Wrath", The Shape's "Evil Within" meter should fill completely when stalking. The main reason for this is to prevent server latency feedback for players trying to fill the meter as close to 99% as possible, only to have the meter regress unexpectedly. While the meter is full survivors that are being stalked are not drained of Evil Within and therefore add-ons like "Reflective Fragment", "Glass Fragment", and "Mirror Shard" can still be used without having to worry about draining unwanted Evil Within from survivors. The Shape can advance to the next tier of Evil Within by pressing the Secondary Action button. To compensate for this, survivors will also receive an audio warning when The Shape can proceed to the next tier of Evil Within (when meter is full the following sound will play:)

Example: https://www.youtube.com/watch?v=BMlTAZVkyyU

Sound at [0:21] timestamp.

*The short Halloween theme will play like normal when The Shape progresses to the next tier of Evil Within.

I know what you're probably thinking, "but that would make it harder to be stealthy". Another easy fix, below are some add-on changes that would adjust the previously mentioned rework.

Jewelry: A large necklace made of beads and inexpensive metals. One of Judith's favorites.

  • Moderately increases Stalking Movement speed.
  • Prevents audio warning to survivors when the Evil Within meter fills completely. (Normal Halloween theme plays when The Shape actually progresses to the next tier of Evil Within).

Jewelry Box: A barren wooden box in which vanity items were once stored.

  • Considerably increases Stalking Movement speed.
  • Prevents audio warning to survivors when the Evil Within meter fills completely. (Normal Halloween theme plays when The Shape actually progresses to the next tier of Evil Within).

Another issue on some maps, mainly the Coldwind Farms realm, is that environmental objects heavily obscure stalking (such as cornstalks and other vegetation) giving survivors a major advantage. Below are some add-on reworks that would compensate for this.

Reflective Fragment: A tiny piece of a highly reflective material most probably from a broken mirror.

  • Stalking a survivor for 1 second with Evil Within II reveals their Aura for 2 seconds.
  • Survivors revealed this way can be stalked to fill the Evil Within meter while within 16m for the duration that their Aura is revealed.

Glass Fragment: A tiny piece of tinted glass, probably from a broken object. It is impossible to determine its origin.

  • Stalking a survivor for 1 second with Evil Within I reveals their Aura for 3 seconds.
  • Survivors revealed this way can be stalked to fill the Evil Within meter while within 16m for the duration that their Aura is revealed.

Mirror Shard: A large and sharp piece of a broken mirror.

  • Stalking a survivor for 1 second with Evil Within II reveals their Aura for 5 seconds.
  • Survivors revealed this way can be stalked to fill the Evil Within meter while within 16m for the duration that their Aura is revealed.

Lastly, there is an issue with the "Tombstone Piece" and "Judith's Tombstone" add-ons that allow The Shape to kill a survivor after stalking for an extended amount of time. These add-ons can easily be negated by a survivor by simply jumping into a locker which is unfair to The Shape. I would personally like to see these add-ons allow The Shape to open the locker and perform a unique mori with a "Sting" sound effect from the Halloween franchise.

Example: https://www.youtube.com/watch?v=wKMZ5RhrZTw

Sound at [0:08] timestamp.

However, an alternative idea would be to allow The Shape to grab someone in the locker with one of these add-ons and cut them which in turn would progress them into the next phase against The Entity on hook.

Example: A survivor that hasn't been hooked yet hides in a locker, The Shape at Tier III (with either tombstone add-on) grabs the survivor in the locker, performs a unique cutting animation on the survivor and the survivor has a chance to run away after. The survivor is put into the dying state later on in the trial and hooked, instead of being at phase one of the sacrifice process, the survivor would be in the struggle phase. Only if the survivor has reached the struggle phase and is caught in a locker while The Shape is at Tier III (with either tombstone add-on) would The Shape preform a unique out-of-locker mori.

All Killers: Remove ability to maximize turning sensitivity so the Killer cannot swing, swipe their mouse, and land a hit despite facing away from the Survivor. In other words, once you initiate an attack in one-direction in should only hit survivors in that direction (give or take SOME degrees).

All Killers: The Undetectable status effect should not trigger crows.

All Killers: Killers should have a meter that fills up while remaining in very close proximity to hooked survivors. When filled the Killer should be temporarily stunned and blinded for a very short duration. This will encourage Killers to monitor survivors and survivor objectives and give the survivor being targeted a chance to be rescued.

=== SURVIVORS ===

Remove ability to maximize turning sensitivity. In other words spinning in a circle, in place should not cause a Killers attack to auto-aim away and miss you. Changing directions abruptly should have momentum and use a locomotion animation where the survivor stops quickly then changes direction (footing).

Survivors should have a meter that fills up when not in a chase or helping team mates with objectives. The meter should regress faster while doing objectives and being chased, and the meter should fill up slower when not helping with objectives or being chased. When a survivor's meter is full they should scream (cannot be prevented) and/or have their aura revealed (cannot be prevented). This idea is to prevent a match from dragging on forever when two survivors are left and both hide until the other is found. Also it motivates survivors to do their objectives instead of chickening out or otherwise trolling.


=== MAPS ===

Add new ways to avoid detection with the addition of new props such as furniture (beds, large benches, closets, curtains, tables, etc.) that survivors can hide UNDER or behind.

Large Maps: On big maps such as Haddonfield and Ormond either reduce the size of the maps or add more generators (require 6 or 7 perhaps?) and make them slightly easier to repair (if more are added). Or perhaps require one generator to be powered in order to access a part of the map where the next generator is.

Comments

  • @Revolver_Ocelot said:

    My take on how to fix DbD as of Patch 4.5.2. I know that the devs will never take these seriously or respond to this post, but here's hoping they might.

    === KILLERS ===

    The Nurse: Total power rework. The Nurse does not follow the core components of the game (i.e. once you are spotted not even pallets will help you escaped a Nurse player that has practiced.)

    The Spirit: Remove ability to hear survivor's groans of pain while phasing and add some form of notification (like environmental fog increase) that The Spirit is phasing near you when you are working on a generator (the phasing sound is too quiet. I feel especially bad for those who have hearing problems).

    The Huntress: Add a limit to how long a charged up hatchet can be held before a cooldown and/or reduce max number of hatchets carried at one time. Change iridescent head add-on.

    The Shape: Update power and add-ons. I have written ways to fix The Shape since he hasn't received nearly any changes since his release in 2016. Check it out here:

    https://forum.deadbydaylight.com/en/discussion/233578/would-you-support-these-updates-changes-to-the-shapes-power-and-add-ons

    All Killers: Remove ability to maximize turning sensitivity so the Killer cannot swing, swipe their mouse, and land a hit despite facing away from the Survivor. In other words, once you initiate an attack in one-direction in should only hit survivors in that direction (give or take SOME degrees).

    All Killers: The Undetectable status effect should not trigger crows.

    All Killers: Killers should have a meter that fills up while remaining in very close proximity to hooked survivors. When filled the Killer should be temporarily stunned and blinded for a very short duration. This will encourage Killers to monitor survivors and survivor objectives and give the survivor being targeted a chance to be rescued.

    === SURVIVORS ===

    Remove ability to maximize turning sensitivity. In other words spinning in a circle, in place should not cause a Killers attack to auto-aim away and miss you. Changing directions abruptly should have momentum and use a locomotion animation where the survivor stops quickly then changes direction (footing).

    Survivors should have a meter that fills up when not in a chase or helping team mates with objectives. The meter should regress faster while doing objectives and being chased, and the meter should fill up slower when not helping with objectives or being chased. When a survivor's meter is full they should scream (cannot be prevented) and/or have their aura revealed (cannot be prevented). This idea is to prevent a match from dragging on forever when two survivors are left and both hide until the other is found. Also it motivates survivors to do their objectives instead of chickening out or otherwise trolling.

    === MAPS ===

    Add new ways to avoid detection with the addition of new props such as furniture (beds, large benches, closets, curtains, tables, etc.) that survivors can hide UNDER or behind.

    Large Maps: On big maps such as Haddonfield and Ormond either reduce the size of the maps or add more generators (require 6 or 7 perhaps?) and make them slightly easier to repair (if more are added). Or perhaps require one generator to be powered in order to access a part of the map where the next generator is.

    The notion that undetectable killers should not disturb the crowd makes sense.

    The directional attack you mention interests me: I have been hit several times by an Oni (both with and without his power) when he clearly is facing almost the opposite direction, but never from a console Oni only a PC one. I have always wondered why it connects and also why I cannot pull it off on my Xbox.

  • Literally the only considerable option on here is the Undetectable change. Everything else favors Survivor heavily, has ways to deal with it, or is unnecessary. Shape rework included.

  • @OopsAllHexes said:

    Literally the only considerable option on here is the Undetectable change. Everything else favors Survivor heavily, has ways to deal with it, or is unnecessary. Shape rework included.

    I disagree and have an entire folder with gameplay captures the say otherwise.

  • @Revolver_Ocelot said:

    My take on how to fix DbD as of Patch 4.5.2. I know that the devs will never take these seriously or respond to this post, but here's hoping they might.

    === KILLERS ===

    The Nurse: Total power rework. The Nurse does not follow the core components of the game (i.e. once you are spotted not even pallets will help you escaped a Nurse player that has practiced.)

    The Spirit: Remove ability to hear survivor's groans of pain while phasing and add some form of notification (like environmental fog increase) that The Spirit is phasing near you when you are working on a generator (the phasing sound is too quiet. I feel especially bad for those who have hearing problems).

    The Huntress: Add a limit to how long a charged up hatchet can be held before a cooldown and/or reduce max number of hatchets carried at one time. Change iridescent head add-on.

    The Shape: Update power and add-ons. I have written ways to fix The Shape since he hasn't received nearly any changes since his release in 2016. Check it out here:

    https://forum.deadbydaylight.com/en/discussion/233578/would-you-support-these-updates-changes-to-the-shapes-power-and-add-ons

    All Killers: Remove ability to maximize turning sensitivity so the Killer cannot swing, swipe their mouse, and land a hit despite facing away from the Survivor. In other words, once you initiate an attack in one-direction in should only hit survivors in that direction (give or take SOME degrees).

    All Killers: The Undetectable status effect should not trigger crows.

    All Killers: Killers should have a meter that fills up while remaining in very close proximity to hooked survivors. When filled the Killer should be temporarily stunned and blinded for a very short duration. This will encourage Killers to monitor survivors and survivor objectives and give the survivor being targeted a chance to be rescued.

    === SURVIVORS ===

    Remove ability to maximize turning sensitivity. In other words spinning in a circle, in place should not cause a Killers attack to auto-aim away and miss you. Changing directions abruptly should have momentum and use a locomotion animation where the survivor stops quickly then changes direction (footing).

    Survivors should have a meter that fills up when not in a chase or helping team mates with objectives. The meter should regress faster while doing objectives and being chased, and the meter should fill up slower when not helping with objectives or being chased. When a survivor's meter is full they should scream (cannot be prevented) and/or have their aura revealed (cannot be prevented). This idea is to prevent a match from dragging on forever when two survivors are left and both hide until the other is found. Also it motivates survivors to do their objectives instead of chickening out or otherwise trolling.

    === MAPS ===

    Add new ways to avoid detection with the addition of new props such as furniture (beds, large benches, closets, curtains, tables, etc.) that survivors can hide UNDER or behind.

    Large Maps: On big maps such as Haddonfield and Ormond either reduce the size of the maps or add more generators (require 6 or 7 perhaps?) and make them slightly easier to repair (if more are added). Or perhaps require one generator to be powered in order to access a part of the map where the next generator is.

    Specific Killer Changes:

    The Nurse is by far the strongest killer in the game, I can see how some would want her to go through another rework. But come on, you couldn't even say "good Nurse"? Even good Nurses are easy to beat if you know what you're doing, just a bit of practice will get you no where with her. Plus, out of the killers most complained about (Spirit, Nurse, Freddy, Deathslinger), not only is she the best but she's also the hardest to play AND the most fair. Nurse has well defined counterplay and true 50/50s that Spirit poorly replicates as 90/10s (Killer favor).

    Spirit should 100% keep her ability to hear Survivors, why the hell would you suggest otherwise? Remove her hearing and make her like, low midtier? Spirit has only decent map control and only excels in chases, where in both she's greatly outclassed by a Nurse. She does need a more apparent indicator that she is phasing, though, something more than the crystals glowing (as with some skins they are hidden). It's also of my opinion that she should move grass while phasing.

    Why... why would you ever request one of the most balanced Killers to be nerfed more than Hillbilly was? I agree with the removal/great rework of Iri Head, and I personally prefer the idea of making it require a long range shot to get the insta down, but Huntress is only outclassed in terms of balance by pre-rework Billy with no add-ons. I don't understand how you could ever say she needs a nerf unless you suck at dodging when she first pulls her hatchet up, and then getting behind cover when its fully charged. A Huntress chase isn't a hard game depending on the skill of either player, but it is one that is fair.

    It is of my personal and very unpopular opinion that the Shape is incredibly weak against competent players, but I don't believe he needs a rework. This is a personal and very subjective issue, so I won't argue further.


    All Killer Changes:

    I don't see how the lunge could be an issue. It's not like it actively gives them an advantage, either. Just don't rely on 360s I guess.

    I agree with the Undetectable change.

    Not a single, and I repeat, NOT A SINGLE change like this can be used to counter camping. Did you not consider the concept of Survivors looping around the hook, bomb rushing the hook the second the Survivor is hooked, etc??? I genuinely don't understand the logic of this. It rewards Survivors for playing like ######### and punishes all Killers, not just campers.


    Survivor Changes:

    I don't get how this is an issue? An animation queue could be cool, but it's not necessary. You have full range of motion while lunging as Killer, anyways.

    Uhhh. No. Survivors hiding also isn't an effective tool with how many things a Killer has that can queue them to the Survivors location. You mentioned crows earlier, now think of using them to track a Survivor. Quite a useful trick. Also, scratch marks? A single one can queue you to exactly where a Survivor is, even if you saw it 9 seconds after the Survivor ran there. Generator progress? It's not hard to look around a few rocks if you see a generator that was worked on. This, in the best case scenario, punishes Survivors for no reason that should be an issue for Killers. Also, think of how much Wraith would abuse this. Free aura reading because while cloaked Wraith doesn't enter chase. It also punishes Survivors for not being able to find a generator, which on maps like the Game and Midwich is a genuine issue.


    Map Changes:

    I don't think this is a necessary change. Stealth hasn't been a good idea for... 4 years now? You have legs as a Survivor, use them and don't hide in a corner pretending their broken and saying you have no other means of defense. Even if they were added, only new Survivors would use them, and new Survivors would get caught. A lot.

    On large maps, the ONLY reasonable change would be to reduce their sizes. But the size of Haddonfield isn't the issue for it, it's the shape and structure. The long walls in the form of fences it has are a pain in the ass, and the main structure could be turned into an infinite in some configurations.


    Anyways, I disagree with a great portion of these changes, and I hope you understand why. If you disagree, that's fine, but I think I was as objective as I could've been.

  • Something tells me if I read this post, I'm gonna spend hours explaining why its wrong. I'm gonna spare myself today, gonna fill up my easter basket

  • The undetectable change makes some sense... but that does not fix DBD. Everything else is just... GOD no.

  • this is just bad all off it

  • Sell it to a professional publisher with professional programmers and QA testers and have them recode and redesign the spaghetti mess that BHVR has trapped themselve into....