Gameplay changes and additions I would like to see in future

Since we are entering 2022 I thought why not making a list of things that should be added into Dbd to make the game more fun and interesting for survivors and killers. And more balanced and interesting for casual but also hardcore players. You can ofc let me know what you think about this!

Ranked mode: Adding a Ranked mode with seasonal rewards like a charm for Killers and Survivors and introducing a new currency that can be obtained only on this ranked mode to buy unique "epic" outfits to encourage ppl playing ranked mode over casual. The ranked mode can have special restrictions and changes over the core game like survivors cannot stack 4 times the same perks, no 4 med kits and also killers cannot stack full 4 anti gen perks etc.

Items, Addons and Offerings recycle system: Ah yes I am still dreaming about this since 3 years. A system to simply scrap your 500 brown offerings you will never use into something new, idealy with a new currency including a new "shrine" with a weekly rotation to craft stuff like perks or addons for a specific Killer or Survivor. It can be also just scrapped into blood points or shards if the devs want to make it easy.

Adding a climb mechanic: Making Killers and Survivors beeing able to climb at specific spots up, roughly about the height of a typical hill. The way you can imagine this is very simple. Add on the hill 1 small area that is somehow obvious as a climb spot, both players can climb up their with a short animation, the killer is obviously slower than the survivor. Those climbing spots can be added to all other buildings, tiles or other new interesting tiles that can be added for the future. Adding this climb mechanic would open up a whole new way of playing dbd and would also create very interesting ways of looping killers or chasing survivors. Also this would add more variaty of tiles on maps and can also be used to fill up dead zones.

Rebuild breakable walls mechanic: Giving the survivors a way to rebuild breakable walls. On the maps are several wood piles scattered around (3-6 of them, depending on the map). Survivors can only pick up 1 pile and use them to rebuild 1 wall that has been broken with a animation. This would be a interesting new way to interact with the map for the survivors and would also give them something new to do. Also this would add a very interesting new build and destroy gameplay between the killer and the survivor.

Enrage mechanic for Killers: Implementing a mechanic for Killers to work something towards besides hooks. On each trial there are 2 entity shrines which can be used by Killers to offer blood to the entity that they have collected by injuring or downing survivors. After a specific amount of blood has been collected the Killer will enter a rage mode to gain specific bonuses that help them hunting survivors. The Entity will block all gens for 60 seconds and the Killer is able to see the auras of all survivors and also the killer has increased movement speed, faster vault, enduring and is able to insta down for that time. The Killer has to offer 12 hits worth of survivors blood, hits on healthy survivors count as 2 hits. Which means if you stay injured the killer needs more hits, this helps the Killer against healing builds or med kits since currently its way too easy for survivors to heal. This mechanic would also give Killers a extra chance of building pressure by just getting hits without hooking. Also this could lead to interesting new ways to play as Killer and open up new strategies.

Totems overhaul: We all know whenever we have those obvious totem spots that can be seen from very far, or are simply right next to gens. Totems should remain a high risk and reward perk but should still not be able to be found THAT easily, especially since there are 4 survivors that can go look for it. Totems are now covered with random chunk, so you cannot indentify if its a totem or not. All around every possible totem spots are now random chunk, survivors can push them aside to uncover the spot to see if there is a totem or not. The uncover is just a short 1 second animation and is just there to prevent survivors from seeing totems right away, they now just have to walk up to it, uncover it and then see if there is a totem or not. Ofc hex totems are also covered like that and need to be uncovered first, totems are now more like a little "gamble" to find but however those chunk piles are rather easy to see aswell so you are no longer that long for a lookout for potential dull totems for boon perks.

Okey thats it, thanks for reading!

Comments

  • Ranked mode: In a sense they already have scaling bloodpoint rewards for achieving various grades, hypothetically they could throw in charms and such too. Having a separate “mode” could be a problem though if it splits the playerbase, making queue times even longer and producing more mismatches.

    Items, Addons and Offerings recycle system: Yeah, I’m not sure why the devs don’t let you sell things from the bloodweb back at some fraction of the original cost. 🤷‍♂️

    Adding a climb mechanic: This sounds interesting but probably a ton of development required. They’d need animations for all the characters, ways to balance the maps that have these features, etc. I don’t see it happening, especially when they can do something similar just using stairs and ramps.

    Rebuild breakable walls mechanic: If they did this it should just be part of the survivor perk that lets you reset a pallet. Doesn’t have to be a global survivor ability (and probably shouldn’t)

    Enrage mechanic for Killers: I can’t speak to the details of this specific idea but in principle I like the idea of an optional side mission a killer can do to gain an appropriately useful effect

    Totems overhaul: Hmm, covering all the totem spots in a lump sounds like it could make it too difficult to find actual totems to cleanse or bless, let alone find hex totems to destroy. It could be too much of a boost for the killer.

  • @dugman said:

    Ranked mode: In a sense they already have scaling bloodpoint rewards for achieving various grades, hypothetically they could throw in charms and such too. Having a separate “mode” could be a problem though if it splits the playerbase, making queue times even longer and producing more mismatches.

    Items, Addons and Offerings recycle system: Yeah, I’m not sure why the devs don’t let you sell things from the bloodweb back at some fraction of the original cost. 🤷‍♂️

    Adding a climb mechanic: This sounds interesting but probably a ton of development required. They’d need animations for all the characters, ways to balance the maps that have these features, etc. I don’t see it happening, especially when they can do something similar just using stairs and ramps.

    Rebuild breakable walls mechanic: If they did this it should just be part of the survivor perk that lets you reset a pallet. Doesn’t have to be a global survivor ability (and probably shouldn’t)

    Enrage mechanic for Killers: I can’t speak to the details of this specific idea but in principle I like the idea of an optional side mission a killer can do to gain an appropriately useful effect

    Totems overhaul: Hmm, covering all the totem spots in a lump sounds like it could make it too difficult to find actual totems to cleanse or bless, let alone find hex totems to destroy. It could be too much of a boost for the killer.

    I have seen the argument about ranked mode splitting the playerbase and therefore increasing the que times a lot but I dont agree with that cuz many other games have exactly this and still are doing just fine with que times. Best example hearthstone, Blizzard already implemented 3 new entire game modes and 2 new types of ranked mode for the classic hearthstone and you still have barely any issues finding lobbys, I still need just 1-2min to find a lobby (the que times where always around this).

    I dont think the climb mechanic is too hard to add, it is basicly a different type of a window, we have already a lot of spots on our current maps where this could be added for example the docks on the swamp, the water tower in mac millain can be used for that as a platform, the new map has those fancy new pits etc. Completly new tiles can be made and added to fill dead zones on current maps aswell.

    I really dislike the idea of adding such mechanics only as perks, the reason why I suggested the rebuild mechanic is so survivors have a new way to "harm" the killer instead of just slamming gens. If coordinated well you can make some interesting plays with this without making the life of the killer too difficult since to break a wall its just a small break animation. Also keep in mind that finding those piles and running to the wall and rebuilding requires a lot of time.

    Its actually the other way around, you find dull totems with that easier, since you see every few meters after every jungle gym, loop or tile a small pile that you can uncover. I personally am someone who loves to play with circle of healing and on some maps I do struggle finding dull totems, especially when my random teammates are destroying them, on indoor maps or other maps like the new map that have a lot of spots it can be quiete tricky finding some totems, especially newer players do struggle a lot finding totems.

  • @BenZ0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2724803#Comment_2724803

    I have seen the argument about ranked mode splitting the playerbase and therefore increasing the que times a lot but I dont agree with that cuz many other games have exactly this and still are doing just fine with que times. Best example hearthstone, Blizzard already implemented 3 new entire game modes and 2 new types of ranked mode for the classic hearthstone and you still have barely any issues finding lobbys, I still need just 1-2min to find a lobby (the que times where always around this).

    I dont think the climb mechanic is too hard to add, it is basicly a different type of a window, we have already a lot of spots on our current maps where this could be added for example the docks on the swamp, the water tower in mac millain can be used for that as a platform, the new map has those fancy new pits etc. Completly new tiles can be made and added to fill dead zones on current maps aswell.

    I really dislike the idea of adding such mechanics only as perks, the reason why I suggested the rebuild mechanic is so survivors have a new way to "harm" the killer instead of just slamming gens. If coordinated well you can make some interesting plays with this without making the life of the killer too difficult since to break a wall its just a small break animation. Also keep in mind that finding those piles and running to the wall and rebuilding requires a lot of time.

    Its actually the other way around, you find dull totems with that easier, since you see every few meters after every jungle gym, loop or tile a small pile that you can uncover. I personally am someone who loves to play with circle of healing and on some maps I do struggle finding dull totems, especially when my random teammates are destroying them, on indoor maps or other maps like the new map that have a lot of spots it can be quiete tricky finding some totems, especially newer players do struggle a lot finding totems.

    Hearthstone and DbD are different in a couple of ways

    • Hearthstone has a larger playerbase. The estimates in Q2 2021 were Hearthstone had about a 200k concurrent player count, DbD’s average concurrent player count is around 50-60k
    • Hearthstone only needs two players per match (or even just one person for the solo matches). DbD needs 5 players per match

    Basically the smaller the pool of players and the more players you need per game the more impact you could have splitting the playerbase between multiple modes.


    Also you have to consider if a competitive mode would bring in additional players and drive business. Adding a competitive mode is a big development project, if it doesn’t drive additional business then Behaviour is just spending a ton of money and time on something that just kind of shifts its existing players around a bit, or even maybe drives some people off if it negatively impacted queue times. There might be ways to monetize the mode like Hearthstone monetizes its Ranked mode by holding official tournaments? Other than that the mode I’m not sure how that mode on its own would do much.

    Just as a comparison, for instance, adding a solo or cooperative mode might hypothetically bring in players who don’t currently play the game because they don’t like PVP games but do like PvE games. I know DbD Mobile has the ability to play custom matches against bots for example, and I’ve seen posts here requesting a game mode that lets you play against bots. I could see that sort of mode bringing in additional new players possibly because it’s new player friendly and also tempting for the PvE crowd. Whereas a ranked competitive mode is more something for hardcore veterans, maybe it helps with long term retention? Hard to say.

  • make deathslinger great again