Based on The failure of the 350K stream event. I suggest these changes.
1. Make a search bar for perks
- Literally what everyone has been asking for how long?
2. Make the hook timer go down slower when the killer is within x radius of the hook, and faster when x distance away from the hook
- Punishes camping, and rewards map pressure
3. Survivors that have recently been altruistically unhooked can't be downed, 1 mettle of man stack equivalent so it can't be abused, while within 2m of the hook for 5 seconds.
- Don't call me a salty survivor main cause I want this change, but I believe anyone that has played any games like stones doesn't like puppy guarders, and people that stand less than 5m away from the hoop or downed teammate.
4. Have a casual and competitive option to play in Dead by Daylight.
- Literally every game I can name has this option but Dead by Daylight. This will separate the casual player from the more competitive scene in dead by daylight, and in general will be more healthy for new and casual players that just want to have fun. Casual is a mode where anything goes, no ranking system you can literally go up against anybody (with little separation between higher and lower ranks as needed), and competitve mode will play with the current mmr system with certain addons, perks, offerings, and items banned.
5. Bring more modes into dead by daylight.
- Makes the game have more content to play as opposed to the same old survivor vs. killer, as it can get old for some very quickly
6. Trapper is hard to play, and spirit is brain dead easy to play how are they ranked the opposite
7. Remove bloodpoint caps in the menu and in games, reward more blood points to quicker games, and to killers for playing against survive with friends
- if perk teirs aren't going to be removed than at least remove bp caps as they are outdated, and don't work for a bigger game like dead by daylight
Anyway those are my suggestions for how the game can be played lemme know if anyone has any feed back they would like to share.
Comments
2 and 3 are completely absurdly busted and overpowered, as well as extremely easy to abuse. Absolutely no way in hell.
2 and 3 are just simply not passing the vibe check
4 is a big fat no from me.
The main thing I took from the 350K stream event is that dbd has gotten to big and convoluted. Too many perks, killers, rules ectl. Players need two guides. One for the official rules. Second for the community rules.
Effectively every possible permutation of #2 has been tested in PTBs and every single last one was abused so badly by survivors that the developers had to scrap each and every single last version of it.
Survivors dictate where the killer is in both chases and map space(Aka patrol paths/finding them) so anything that punishes the killer for being in a specific area will ALWAYS be too abuseable by the survivors.
Also 3 just rewards the survivors for hook bombing and pretty much forces all saves to be safe...Or if its balancing doesn't do that then its nothing more then a mild inconvenience as base kit BT or a similar effects can't be balanced.
This is a comparatively minor point, but I see people suggesting a ranked mode all the time and I think you've hit on the major misunderstanding all of them have. If we had a casual mode and a ranked mode, the casual mode would be the one that functions like our current system, MMR and all, and ranked mode would have stricter rules. The MMR we have is not inherently a competitive one, it's a pretty stripped-back and basic one for less strict matchmaking - hell, the matchmaking is too lenient even for that goal, that's part of the problem.
It's not a good idea anyway, there's no need for it at all, but if we got it then it wouldn't look like what you're proposing.
1) Favorable.
It's so easy to do that I'm surprised it doesn't happen.
In addition, it would also be necessary to save builds.
And also be able to classify skills by theme, role, category etc...
2), 3), 4), and 5): Unfavourable, the arguments are already presented above.
Logic would dictate that a new game be created and correspond to another imagined mode.
6) The trapper is simple to play in the sense that setting a trap is easy, it does not require precision or difficulty.
On the other hand, what is boring with the trapper is the time wasted looking for, picking up and setting the traps.
It would therefore be appropriate to update the trapper as well to make it viable without additional modules, I have an idea on that.
Contrary to what you say, the mind is not easy to play, it still requires a lot of thought, attention, and movement prediction.
7) Yes.
But the best would be to simply remove the blood points and directly give the resources to each party.
I didn't expect so many replies, but i'll try to just generalize, since I haven't been given much advice on better ideas.