This might be unpopular but...

Survivors need a second objective right...so why not just make noed basekit for killers? You want more killers to stay? Swf with coms and 16 perks vs 1 killer with 4 perks sounds fair? Gen rushing would not hurt lower level killers as much as the game would have to last longer...and with maps and perks designed to find totems (especially with the new re dlc) would this really be so bad? Even makes sense in the lore with the entity being displeased if there are no sacrifices;so here killer a slight boost get me a kill.

Comments

  • @coldestwinter123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2262682#Comment_2262682

    i mean just basic concepts like skill floor and skill celling comes to mind like both are not mutual things. you can have a game with a very high skill floor and a high skill celling things don't have to be hard for there to exist skill expression.

    This game in general is not balanced for high level play and is more so target for a much more casual audience,sink or swim attitude is definitely something BVHR hasn't went for and most people looking for a highly competitive game would most certainly not look towards DBD.

    the success and the health of the game isin't dependent on the competitive scene or the 4% red ranks, however it does depend on a steady pyramid flow of players to the top ranks that requires a huge player base and allot of them won't make it.There's an entire genre who are all about the struggle life and all about hardships and doing it the hardway, its called FGC. where some of their Biggest games have 20k players between multiple platforms, and household names like StreetFighter or Mortal Kombat cant keep 16k concurrent players even for a year. And thats not speaking on the sea of dead anime fighters.

    For me personally your overall attitude is bizarre for a game thats not really that competitive or deep(most of the skill like 65% if not more is macro based and not micro) i would understand if you would take this approach towards a game like Dota2 or CSGO hell even COD or League,and thats not to say you can't get better or that you shouldn't get better. Its more so to the point that people should struggle in a game that's not really that serious .

    Just a very simple example right? Dota2 has almost twice as much depth as League ever has had in its entire existence, yet most people will prefer to play League. You can attribute this to allot of factors like the artstyle or the flare of it or the feel. But allot what it boils down to is when the game gets rough and you don't know how to progress will you overcome or jumpship? Because everyone starts bad, and bad players need other bad players to practice to get good. You can't just expect to throw everyone in the deep end and expect them to swim, some of them will but allot of them will just sink. Ultimately the game doesn't need another red rank but the game could use couple of yellow,green,and purple ranks. cause those purple ranks will one day become red ranks. You don't want a cutthroat environment where people don't want to comeback gaming is a optional hobby NOT mandatory. You want to create an environment that you want to come back too and want to learn in.And it doesn't have to be either or.

    just think about broader perspectives.

    Ok I play plenty of fighting games and they have ranked, story, and casual modes but the developers refuse to put anything other than a ranked mode...that is why I have that mentality for this game.

    A while ago they asked in a survey about having an e-sports feel for the game but i am not sure what the results of the survey were.

  • @latinfla4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2262480#Comment_2262480

    Y is it poor gameplay...the scenerio happens If the killer gets gen rushed in a certain amount of time?

    It teaches Killers that they don't need to play as well during the early-mid game because the end game will give them a big boost.

  • @latinfla4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2262635#Comment_2262635

    In fairness, a high level nurse, spirit, and blight probably wont need the buff since it will be hard to get to end game as the survivor😂...they are the s tier for a reason.

    Oh yeah true but I'm not really taking these three in to account for my example here. Mostly because I view these three as counters themselves to a lot of the issues I mentioned regarding the times. Nurse alone completely destroys my argument, because for the most part she ignores loops and pallets and pretty much everything you can throw at her with both sides being at only base kit with no perks or add-ons. But that being said, reworking an entire structure like this, which would need to see a lot of rework in terms of items and perks across the board anyway, and basing the entire rework structure over just three characters isn't the way to go either. At least not right out the gate. Obviously if it turns out that Nurse just completely ruins survivors even more than what she would normally, even after you balance the time it would take to find the secondary objective along with the time it would take to repair the gens, then yeah I agree she would have to be looked at and fixed so that she'd better fit in to the new rules of the game.

  • I have better Idea, after all generators are done, you can't use your power, your movement speed is 115% and everyone have exposed status effect for 2,5 minutes, unless they do 3 totems, destroying totem will have new mini game. Better? I think

  • @Cinderblock said:

    https://forum.deadbydaylight.com/en/discussion/comment/2262955#Comment_2262955

    Right, so if someone is getting steamrolled in purple ranks they'll depip to green ranks, so on and so forth. The game (should) accomadates that. The game itself throws people into the deep end. There's no handholding mid-trial. You either kill or be killed. It's not so much a cutthroat attitude toward the game, just that I don't think there's any other handouts that need to be given.

    i mean i understand what you are saying. and sure you could say that handouts shouldn't be given out. but what if like giving out a single handout would then get you to have 2minutes faster que in red ranks because theres 100 more people who overcame the hardships and sticked around to become good enough to play with you? In terms of DBD this example doesn't necessarily makes sense since its an asymmetrical game and you won't necessarily see the fruits of it. But the sentiment as awhole still applies and stands.

    If i had to bet if someone with your mentality would reach the top of ANY game not just DBD, or someone who complains and asks for hand outs. I would always bet on YOU. I think learning and overcoming is not just part of games but part of life. However it doesn't have to be like that at all. It can be where everyone can learn and everyone wants to stay and everyone has a chance to get very high up. Thats not even speaking on the fact that if You are already good, then obviously a handout to you is not necessary, you already made it homie. You could even claim that you did it when it was hard if they did change it . Those who can overcome and push through will ultimately be rewarded,because there mentalities will thrive in a competitive environment.

    Not everyone learns like that or enjoys an environment like that, they might want to have fun while they learn they might want to not get shat on while they learn a killer etc. and as i said its not either or. You can have even more different ways to normalize skill or have less extreme variances between results you can handle it in multitude of ways. But this gatekeeping sht where stuff HAS to be hard and learning has to be tough and only those who suffer will be good that aint it chief. It aint it for allot games, and never has been. There are ofcourse people who LOVE and enjoy that type of stuff, but then i would say Join the marines Join the Navy seals if thats what you enjoy. You can also enjoy it in games aswell as in DBD, but the mentality that it has to be hard or have this struggle culture is trash. and its cringe. And it always pollutes balancing and design decisions its just so bad. FML i love darksouls but not because its hard, but because of the atmosphere the music the somewhat non sensical story, not cause its hard, i dont get a boner because someone can't complete it .

  • Or they could just make it so survivors have to search for items to survive such as

    Oil for gens

    Spark plugs and lever for exit gates

    They could even go as far too throw in a find the golden key to get hatch. I dunno just anything but holding m1 or right bumper.

  • @coldestwinter123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2262958#Comment_2262958

    i mean i understand what you are saying. and sure you could say that handouts shouldn't be given out. but what if like giving out a single handout would then get you to have 2minutes faster que in red ranks because theres 100 more people who overcame the hardships and sticked around to become good enough to play with you? In terms of DBD this example doesn't necessarily makes sense since its an asymmetrical game and you won't necessarily see the fruits of it. But the sentiment as awhole still applies and stands.

    If i had to bet if someone with your mentality would reach the top of ANY game not just DBD, or someone who complains and asks for hand outs. I would always bet on YOU. I think learning and overcoming is not just part of games but part of life. However it doesn't have to be like that at all. It can be where everyone can learn and everyone wants to stay and everyone has a chance to get very high up. Thats not even speaking on the fact that if You are already good, then obviously a handout to you is not necessary, you already made it homie. You could even claim that you did it when it was hard if they did change it . Those who can overcome and push through will ultimately be rewarded,because there mentalities will thrive in a competitive environment.

    Not everyone learns like that or enjoys an environment like that, they might want to have fun while they learn they might want to not get shat on while they learn a killer etc. and as i said its not either or. You can have even more different ways to normalize skill or have less extreme variances between results you can handle it in multitude of ways. But this gatekeeping sht where stuff HAS to be hard and learning has to be tough and only those who suffer will be good that aint it chief. It aint it for allot games, and never has been. There are ofcourse people who LOVE and enjoy that type of stuff, but then i would say Join the marines Join the Navy seals if thats what you enjoy. You can also enjoy it in games aswell as in DBD, but the mentality that it has to be hard or have this struggle culture is trash. and its cringe. And it always pollutes balancing and design decisions its just so bad. FML i love darksouls but not because its hard, but because of the atmosphere the music the somewhat non sensical story, not cause its hard, i dont get a boner because someone can't complete it .

    But this gatekeeping sht where stuff HAS to be hard and learning has to be tough and only those who suffer will be good that aint it chief. It aint it for allot games, and never has been.

    Sorry you don't want to learn to play a game and want it to be handed to you.

  • With the introduction of boon totems - here is what I think should happen.

    Four boon totems per match - that equals to 1 per survivor (not that each survivor has to do one). In order for survivors to access the gate OR the hatch - all 4 boon totems must be cleansed. Boon totems should take 21 seconds to cleanse (50% more than a regular/hex totem). Boon totems will not decrease regular totem counts - so you will end up with 9 total totems per map. That being said; more unique and random spots need added to each map for totems. With 9 totems per map I think there should be a minimum of 36 spots on each map where any totem can spawn.

    I do not think there needs to be a regular totem counter, BUT I do think just like generators - there needs to be a boon totem counter so once all 4 are cleansed other survivors are not trying to find boon totems. Boon totems should award 1k BP in Objective and Boldness category.

  • @latinfla4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2262280#Comment_2262280

    Open to suggestions...that is the point of this thread😊

    How about this:


    Survivors have to find a specific part for each specific generator. This part is located as far away as possible from that generator.


    You get to slow down the game, and the survivor has fun looking for the part.

  • @Jasix said:

    With the introduction of boon totems - here is what I think should happen.

    Four boon totems per match - that equals to 1 per survivor (not that each survivor has to do one). In order for survivors to access the gate OR the hatch - all 4 boon totems must be cleansed. Boon totems should take 21 seconds to cleanse (50% more than a regular/hex totem). Boon totems will not decrease regular totem counts - so you will end up with 9 total totems per map. That being said; more unique and random spots need added to each map for totems. With 9 totems per map I think there should be a minimum of 36 spots on each map where any totem can spawn.

    I do not think there needs to be a regular totem counter, BUT I do think just like generators - there needs to be a boon totem counter so once all 4 are cleansed other survivors are not trying to find boon totems. Boon totems should award 1k BP in Objective and Boldness category.


    Nice idea.

    Some potential issue i forsee is that:

    A)

    The biggie - if a Killer can see the boon tokens then he can camp one (or two if they are too close together) which would lead to boring games. Easily solved by having say 6 boon tokens and only needing to cleanse 4.


    B)

    if Boon tokens give too much BP then no-one will want to do gens initially.

  • @CoalTower said:

    https://forum.deadbydaylight.com/en/discussion/comment/2262290#Comment_2262290

    How about this:

    Survivors have to find a specific part for each specific generator. This part is located as far away as possible from that generator.

    You get to slow down the game, and the survivor has fun looking for the part.


    That is a very good idea also - it fits thematically and is a fairly interesting twist. This forces survivors to move around the map giving killers more chance to find them while lengthening the game without increasing the time spent in front of a gen. Of course there should be a suitable BP reward as well.


    Perhaps make a separate thread for it?

  • @Wazzup said:

    https://forum.deadbydaylight.com/en/discussion/comment/2263207#Comment_2263207

    That is a very good idea also - it fits thematically and is a fairly interesting twist. This forces survivors to move around the map giving killers more chance to find them while lengthening the game without increasing the time spent in front of a gen. Of course there should be a suitable BP reward as well.

    Perhaps make a separate thread for it?

    Nah. This is a very old suggestion. I'm just parroting it.

  • @CashelP14 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2262400#Comment_2262400

    Your just trying to say that all swfs are equal. Not every swf can use the map/perks too their full potential. Give the rank 20s comms and all the meta perks they want, even let them choose the map but it doesn't mean it'll matter that much since they don't know how to use them properly.

    What a very particular situation you created. So a killer such as Spirit, Nurse, Blight, Hag with 4 meta perks won't beat a baby swf on a tiny map especially with 4 gen protection perks?

    It's quite easy to write these really favourable scenarios that don't happen too often.

    Gen rush threads are a normal occurrence on these forums, but so are:

    • Spirit needs a nerf
    • Noed needs a nerf
    • Swf needs a nerf
    • Devs are survivor favoured
    • Devs are killer favoured
    • Etc

    Just because there is a lot of threads about something, doesn't mean it's right.

    You do realize I am talking about high rank play right in that scenario? That is like saying a baby nurse is going to take out a swf in her first game

  • @CoalTower said:

    https://forum.deadbydaylight.com/en/discussion/comment/2262290#Comment_2262290

    How about this:

    Survivors have to find a specific part for each specific generator. This part is located as far away as possible from that generator.

    You get to slow down the game, and the survivor has fun looking for the part.

    Not a bad idea and even if you are parroting the idea it does fit with the game really well😁

  • @Jasix said:

    With the introduction of boon totems - here is what I think should happen.

    Four boon totems per match - that equals to 1 per survivor (not that each survivor has to do one). In order for survivors to access the gate OR the hatch - all 4 boon totems must be cleansed. Boon totems should take 21 seconds to cleanse (50% more than a regular/hex totem). Boon totems will not decrease regular totem counts - so you will end up with 9 total totems per map. That being said; more unique and random spots need added to each map for totems. With 9 totems per map I think there should be a minimum of 36 spots on each map where any totem can spawn.

    I do not think there needs to be a regular totem counter, BUT I do think just like generators - there needs to be a boon totem counter so once all 4 are cleansed other survivors are not trying to find boon totems. Boon totems should award 1k BP in Objective and Boldness category.

    You could make the boon totems look like dull totems for the killer...this makes it fair so the totems are not camped

  • @DecisiveDwight said:

    Or they could just make it so survivors have to search for items to survive such as

    Oil for gens

    Spark plugs and lever for exit gates

    They could even go as far too throw in a find the golden key to get hatch. I dunno just anything but holding m1 or right bumper.

    How many items would you suggest 🙂

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2263207#Comment_2263207

    Take Corrupt Intervention and make it basekit in the following manner (Keep the farthest Generator requirement?)

    3 Generators in the Trial are in Disrepair, and require a Part to be installed to begin repair.

    Parts can be found by Rummaging through Chests. (Increase max number of chests at base in the Trial)

    Corrupt Intervention (Perk) - Generators in Disrepair are blocked by The Entity for x/y/z Duration.

    This prevents Corrupt from doubling down, but ensures three generators cannot begin repair for that duration if a Survivor happens to spawn near a Chest.

    Another good idea to slow the game and give a secondary objective😎

  • @latinfla4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2263207#Comment_2263207

    Not a bad idea and even if you are parroting the idea it does fit with the game really well😁

    I thought so too

  • @latinfla4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2262746#Comment_2262746

    You do realize I am talking about high rank play right in that scenario? That is like saying a baby nurse is going to take out a swf in her first game

    Talking about high rank gameplay? So why are you mentioning a low mobility killer. Also not every high rank swf runs a full gen rush build mate lol

  • @CashelP14 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2263869#Comment_2263869

    Talking about high rank gameplay? So why are you mentioning a low mobility killer. Also not every high rank swf runs a full gen rush build mate lol

    Depends on the skill of the killer like all things. So what ideas do you have to give survivors a secondary objective or do you agree with some of the suggestions given?

  • I dunno something like 3-4 oil cans per gen so if we say 16 oil cans hidden around the map that adds potential to say there's 3 extra and if the survivors drop the cans then they lose them but only 3 as they still need to be able to do the objective.

    Then they can rework some those useless offering so that killers can increase the amount of cans needed and which again would add to the number of cans that can be lost.

    Also after all gens are done the survivors must find 3 spark plugs and a lever per door.

    I was also thinking that they could make the map decor more intractable so on midwich survivors could search for oil cans in the lockers and weird flesh slime not every search would wield a can however but they could find a high quality item that would be really rare tho so like 3% chance.

    So when killers damage gens I was going to erase that but it'd be too hard what with a whole bunch of perks that aid in that so when the killer "breaks" the gens he actually siphons one can of oil out or Pop would make it 2 or 3(if offering was in play to up numbers) this can then again becomes hidden but not in the same place so like Gnome chopomski it disappears to another location which again is all randomated by rng.

    I personally believe that with that BP should become uncapped aswell because this kind of gameplay could go on for a little longer than usual as it has potential to remove gen rushing.

  • @FFirebrandd said:

    Funnily enough... I also came up with an idea to encourage Survivors to break Totems even without Hex Perks in play.

    Each Totem in play provides the Killer a 1% bonus to Break, Vault, Pick Up, and Hook actions per completed generator. This bonus is lowered by 3% for each dead Survivor. That might not sound like much, but at the end of the game with no totems destroyed and no dead Survivors, the Killer is rocking a 25% Fire Up bonus. Of course everyone would be given a totem counter if this happened.

    5 totems, 4 gens left = 5%

    4 totems 4 gens = 4%

    3 totems 4 gens = 3%

    2 totems 4 gens = 2%

    1 totem 4 gens = 1%


    5 totems 3 gens = 10%

    4 totems 3 gens = 8%

    3 totems 3 gens = 6%

    3 totems 2 gens = 4%

    3 totems 1 gen = 2%


    5 totems 2 gens = 15%

    4 totems 2 gens = 12%

    3 totems 2 gens = 9%

    2 totems 2 gens = 6%

    1 totem 2 gens = 3%


    5 totems 1 gen = 20%

    4 totems 1 gen = 16%

    3 totems 1 gen = 12%

    2 totems 1 gen = 8%

    1 totem 1 gen = 4%


    5 totems 0 gen = 25%

    4 totems 0 gen = 20%

    3 totems 0 gen = 15%

    2 totems 0 gen = 10%

    1 totem 0 gen = 5%

    right?

  • This could be a good idea but what if someine has this + bamboozle + fire up? They could have 50%+ vaulting increase.

    What about this + brutal strength?

    What about this on legion + bamboozle?

    All you would need is Bamboozle/Brutal and Undying and killers would have like 30-50% boosts on vaulting and breaking things.

  • Maybe add more totems per map and a perk that makes a gen slowdown % per dull totem left.

  • @IridescentBlood said:

    This could be a good idea but what if someine has this + bamboozle + fire up? They could have 50%+ vaulting increase.

    What about this + brutal strength?

    What about this on legion + bamboozle?

    All you would need is Bamboozle/Brutal and Undying and killers would have like 30-50% boosts on vaulting and breaking things.

    Your numbers on my idea are exactly what I meant.

    As for your worrying about stacking... it shouldn't be an issue. How do I know this? Wraith already has an addon combo that allows for that sort of thing. Shadowdance Blood with Serpent lets him kick and vault 60% faster and kicks pop him out of stealth instantly for a speed boost and possible hit. That can be paired with Brutal, Fire Up, and Bamboozle if desired. Now, while that particular build is pretty strong, it isn't OP and isn't even his best build. The usual suspects for Gen Regression are more powerful than a build like that.

    I can see why you might be concerned, but it shouldn't be a problem.

  • @latinfla4 said:

    Survivors need a second objective right...so why not just make noed basekit for killers? You want more killers to stay? Swf with coms and 16 perks vs 1 killer with 4 perks sounds fair? Gen rushing would not hurt lower level killers as much as the game would have to last longer...and with maps and perks designed to find totems (especially with the new re dlc) would this really be so bad? Even makes sense in the lore with the entity being displeased if there are no sacrifices;so here killer a slight boost get me a kill.

    Survivors don't need a secondary objective that takes away from their primary objective. Imagine if Killer's had to break a wall before they could get a sacrifice.

  • @CashelP14 said:

    Don't try and tell me that more killers will stay IF noed is base kit.

    I've probably had over 100 games where a killer has DC at 1+ gens, even though they have noed. Literally last night I seen a tunnelling Bubba dc just at the exit doors after the person he was tunnelling was about to escape.

    Don't try to say "16 perks + comms.." is that fair. The kill rate wouldn't be above 50% if this game was so massively unfair.

    I think, sometimes Killers forget how any advantages they have in a match. From information, basekit, to speed, and more. A 'baby killer' vs. 'baby survs' will result in a wipe for the Killer almost every time. Imagine if Prove Thy Self and Spine Chill were basekit for Survs.

  • Alternative suggestion: EGC starts as soon as the last gen pops instead of when the exit gates open. Now, there's pressure to finish up and leave, plus killer perks/add-ons that affect opening the gate or block the gate after it's open have more effect.

  • @IridescentBlood said:

    https://forum.deadbydaylight.com/en/discussion/comment/2262419#Comment_2262419

    5 totems, 4 gens left = 5%

    4 totems 4 gens = 4%

    3 totems 4 gens = 3%

    2 totems 4 gens = 2%

    1 totem 4 gens = 1%

    5 totems 3 gens = 10%

    4 totems 3 gens = 8%

    3 totems 3 gens = 6%

    3 totems 2 gens = 4%

    3 totems 1 gen = 2%

    5 totems 2 gens = 15%

    4 totems 2 gens = 12%

    3 totems 2 gens = 9%

    2 totems 2 gens = 6%

    1 totem 2 gens = 3%

    5 totems 1 gen = 20%

    4 totems 1 gen = 16%

    3 totems 1 gen = 12%

    2 totems 1 gen = 8%

    1 totem 1 gen = 4%

    5 totems 0 gen = 25%

    4 totems 0 gen = 20%

    3 totems 0 gen = 15%

    2 totems 0 gen = 10%

    1 totem 0 gen = 5%

    right?

    You did give this a lot of thought... nice😁

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  • @bobateo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2262351#Comment_2262351

    I think, sometimes Killers forget how any advantages they have in a match. From information, basekit, to speed, and more. A 'baby killer' vs. 'baby survs' will result in a wipe for the Killer almost every time. Imagine if Prove Thy Self and Spine Chill were basekit for Survs.

    Prove Thyself basically was basekit for survivors if I remember correctly. It gave whoever you were near an additional 10% I believe for working on a gen near you.

    @latinfla4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2264095#Comment_2264095

    Depends on the skill of the killer like all things. So what ideas do you have to give survivors a secondary objective or do you agree with some of the suggestions given?

    I don't really believe survivors need a secondary objective right now. Against a good killer having too many objectives would be too much for solo q or average survivors.

    For me I believe they need something at the beginning of the game to slow down initial gen speeds. I think they need to release more perks that encourage survivors to do other things. At the higher level survivors are more likely to use these sort of perks because they're bored of constantly using the meta.

    For example the perk Appraisal. I love this perk and use it quite a lot. It gives me a reason to loot chests, and do it multiple times. If they released a perk that increased the number of chests on a map I'd definitely run it too. Just adding extra stuff for survivors to interact with (completely optional) and rewarding the survivors who do it is a good incentive to not end the game too early.

    You could add something to the basement that encourages the survivors to go there and interact with it. Maybe after cleansing a totem you can bring one of the skulls with you to the basement. Doing some sort of short sacrifice will reward the whole lobby with extra Bloodpoints.

    So my TL;DR is:

    • Early game slowdown mechanic
    • Some perks or general things that reward survivors for interacting with them. Not mandatory but something that waste sometime while they do it. Something that will be probably used more by higher rank survivors than lower rank ones.
  • What a terrible idea lol. Killers are already disgustingly strong at lower ranks, stop gatekeeping new players from the game.

  • @CashelP14 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2264365#Comment_2264365

    Prove Thyself basically was basekit for survivors if I remember correctly. It gave whoever you were near an additional 10% I believe for working on a gen near you.

    https://forum.deadbydaylight.com/en/discussion/comment/2264222#Comment_2264222

    I don't really believe survivors need a secondary objective right now. Against a good killer having too many objectives would be too much for solo q or average survivors.

    For me I believe they need something at the beginning of the game to slow down initial gen speeds. I think they need to release more perks that encourage survivors to do other things. At the higher level survivors are more likely to use these sort of perks because they're bored of constantly using the meta.

    For example the perk Appraisal. I love this perk and use it quite a lot. It gives me a reason to loot chests, and do it multiple times. If they released a perk that increased the number of chests on a map I'd definitely run it too. Just adding extra stuff for survivors to interact with (completely optional) and rewarding the survivors who do it is a good incentive to not end the game too early.

    You could add something to the basement that encourages the survivors to go there and interact with it. Maybe after cleansing a totem you can bring one of the skulls with you to the basement. Doing some sort of short sacrifice will reward the whole lobby with extra Bloodpoints.

    So my TL;DR is:

    • Early game slowdown mechanic
    • Some perks or general things that reward survivors for interacting with them. Not mandatory but something that waste sometime while they do it. Something that will be probably used more by higher rank survivors than lower rank ones.

    I like the sacrifice idea...survivors do say they don't get as many BP per game as killer...what do you suggest for the early slowdown? Corrupt intervention as basekit or something else?

  • @WexlerWendigo said:

    What a terrible idea lol. Killers are already disgustingly strong at lower ranks, stop gatekeeping new players from the game.

    Your suggestions then? There is a reason higher rank killers have left the game in droves or else survivor lobbies would not be so bad in the evenings.

  • Of course if mmr fixes everything only high ranks will have to worry about this situation🤔

  • @latinfla4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2264957#Comment_2264957

    I like the sacrifice idea...survivors do say they don't get as many BP per game as killer...what do you suggest for the early slowdown? Corrupt intervention as basekit or something else?

    I'm not too sure. I usually use Corrupt just because I like that early game protection. I don't know if Corrupt could be basekit but they need something.

    I firmly believe giving survivors an optional thing to do would be the best. Something being in the basement like:

    • Item crafting system.
    • Item upgrading system - upgrades your item 1 rarity or gives it add-ons
    • Offering thing - maybe bring 1 totem head to the basement for bloodpoints.
    • Give blood (injure yourself) in exchange for 5k bloodpoints.
    • Do something that will encourage the entity to spawn more chests.

    It would also be a buff to some basement perks like Territorial Imperative.

    The thing is only good players who have spent a lot of time in this game will do this, therefore meaning it won't overly effect lower ranks.

  • @CashelP14 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2265097#Comment_2265097

    I'm not too sure. I usually use Corrupt just because I like that early game protection. I don't know if Corrupt could be basekit but they need something.

    I firmly believe giving survivors an optional thing to do would be the best. Something being in the basement like:

    • Item crafting system.
    • Item upgrading system - upgrades your item 1 rarity or gives it add-ons
    • Offering thing - maybe bring 1 totem head to the basement for bloodpoints.
    • Give blood (injure yourself) in exchange for 5k bloodpoints.
    • Do something that will encourage the entity to spawn more chests.

    It would also be a buff to some basement perks like Territorial Imperative.

    The thing is only good players who have spent a lot of time in this game will do this, therefore meaning it won't overly effect lower ranks.

    The only thing is if it's not a mandatory second objective that slows down the game or scares the survivor (some kind of boost to the killer) then in wonder how many survivors will actually do these...I do like all of those ideas though😁. Oh yeah the blood for BP suggestion has me imagining a claudette hurting herself and self caring to do it again🤣

  • Everybody focuses on the gens, but it can be argued you have two other objectives

    • Keep the killer occupied or distracted
    • DO THE BONES
  • @latinfla4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2265165#Comment_2265165

    The only thing is if it's not a mandatory second objective that slows down the game or scares the survivor (some kind of boost to the killer) then in wonder how many survivors will actually do these...I do like all of those ideas though😁. Oh yeah the blood for BP suggestion has me imagining a claudette hurting herself and self caring to do it again🤣

    I'd say a decent few will do it. Not the lower rank survivors but quite possibly the higher rank ones.

    Not every survivor will do this, some will just go in with the intention of either bullying or gen rushing the killer but the thing is you can't stop that. Same way you can't stop a killer being toxic either or just ending the game in 2 minutes with Infectious Fright.

    Mandatory things will only hurt the baby survivors and solo q players. Swf teams will still be ok not matter what it is they add. So something optional but rewarding can make players waste time. Personally if I could go to the basement every game and get 5k extra bp or upgrade my flashlight from green to purple I 100% would.

  • @FrenziedRoach said:

    Everybody focuses on the gens, but it can be argued you have two other objectives

    • Keep the killer occupied or distracted
    • DO THE BONES

    But in reality how many people do the bones if there is no ruin or devour hope pop?

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