Game Mechanics/Design Changes *You* Want To See In The Massive Upcoming Rework?

As this is potentially a 'once in a lifetime' iron-is-hot moment, where this game is going to change at a fundamental level, alongside the sweeping perk/meta changes - what changes do you want to see to the base game?

For me:

Killer Changes

  • 1. Killer powers cannot be used within a certain radius of hooks. This is already the case for Artist, and it would help deal with facecamping while proxy camping remains viable.
  • 2. Something (I'm not sure what) to prevent the extremely unfun 'slug everyone and let them bleed out' style, often combined with Knockout.
  • 3. Buffs to Onryo, Pig and Trapper and addon improvements for Pyramid Head and Freddy.
  • 4. After 20 seconds of close proximity to any 1 survivor, you now lose collision (prevents blocking people in and also helps with facecamping).
  • 5. BBQ & Chili BP effect added to all killers, baseline.
  • 6. Instadown/grab attacks now grant double credit for hit events, which should help the annoying 'these killers are so much worse than other killers for ranking' issue.
  • 7. Killers gain a single 'map veto'. If an addon for that map is played, it is refunded after the game.

Survivor Changes

  1. At the start of the game, generators take 40% longer to complete. Every time a generator is completed, this is reduced by 10%, until it reaches zero at 4 gens complete. As all gen regression perks are taking a hit, something is needed to prevent the 'I got unlucky with my initial patrol/chase and now there's no way to catch up' problem.
  2. Kindred added to all survivors, baseline - minus the ability to see the killer's aura. This is absolutely required in solo queue, but causes issues because more than 1 Kindred is a huge waste and almost nobody reads pre-match chat and, especially for those of us who play at odd hours, language barriers make this even more difficult (I've had lobbies with Chinese, Spanish and English speaking players).
  3. While on the hook/ground, you gain partial credit for all generator progress made - much as currently occurs when you are being chased. This should at least slightly help with the 'suiciding on hook' issue, as there's a tangible personal benefit for sticking around and also the truly obnoxious 'well, I got downed first and facecamped/bled out, and now I depip' situations.
  4. Borrowed Time and Decisive Strike are now baseline on all survivors. However, Decisive Strike will now deactivate upon entering a locker.
  5. We're Gonna Live Forever BP effects added baseline for all survivors.
  6. When queueing with friends in a SWF, you now receive a temporary MMR inflation proportional to the number of players in that group. This should help offset the ridiculously strong benefits of coordination and information sharing possible by ideally finding you a slightly stronger opponent.
  7. Survivors can see each other's equipped perks in the pregame screen.

Overarching changes

  1. The DC penalty now decays a lot slower. The occasional DC won't hurt you, but habitual DCers will be heavily penalized.
  2. Bloodweb animations can be disabled. It can take far too long to spend BP at times, due to these animations.
  3. A player endorsement system, to help reward good sportsmanship on both sides.
  4. Some survivor and killer offerings reversed. For instance, killers can now cause survivors to start together, while survivors can now cause everyone to start split up.
  5. Swamp and Badham maps reworked.
  6. On DCing, your killer/survivor will be controlled by an AI bot - and you are able to reconnect. If you successfully reconnect within a certain timeframe, you will receive no penalty for that DC.

Comments

  • Guns for everyone.

  • @TAG said:

    Guns for everyone.

    Will players that got gud be able to parry them?

  • A portion of Pop Goes the Weasel, Overcharge, and Ruin become basic generator mechanics.

    When a killer kicks a generator, it should take a chunk out of the progress.

    When a survivor tries to stop a regressing generator they should have to pass an Overcharge like skill check to put a stop to "Tapping"

    If a non-regressing generator is left untouched for a period of time it starts to automatically regress.

  • My own changes would mainly focus on reworking chasing as a whole. No more of those tiles and T L walls. Actual map design and better chase progression.

    It specifically

    Killers: gets more gauranteed grabs.

    Survivors: I got nothing won't lie.

  • @Viskod said:

    A portion of Pop Goes the Weasel, Overcharge, and Ruin become basic generator mechanics.

    When a killer kicks a generator, it should take a chunk out of the progress.

    When a survivor tries to stop a regressing generator they should have to pass an Overcharge like skill check to put a stop to "Tapping"

    If a non-regressing generator is left untouched for a period of time it starts to automatically regress.

    This isn't a bad idea either, but I think my suggestion might be a little more elegant.

    I do really like the 'tapping' idea though.

  • @Mister_xD said:

    Prologue

    Hello everyone,

    First of all, this is not actually a post that I really wanted to make. As some of you will probaply know, I no longer play this game, so my enthusiasm for it has dwindled too. I have just not been having the motivation to make a long post like this one for a long while now, though I did write down the thoughts from this post in earlier comments already, just in a less detailed form.

    Ever since i quit DbD in August 2021, I have been reflecting on why I quit and after discovering the reasons, decided to dig a bit deeper and find the reasons for those reasons. And I do think that I managed to figure out an issue this game has that I barely see anyone talk about, yet sooo many things people do talk about and discuss end up being direct consequences of this one, bigger thing.

    So I did decide to make this post eventually, simply to shed some light onto what I believe to be, by far, Dead by Daylights biggest problem right now. The "root of all evil", if you will.

    Also I am not saying this was DbD's only issue, there are some others that are very much seperated from this one that are important too (e.g. the discrepancy in strength between solo Survivors and SWF groups), but I believe this one to have the biggest impact on the game as of right now. And do keep in mind that this is my opinion, it is very possible that some of you might view other things as more important issues than this one.

    The Issue

    I'll be straight forward and tell you the problem right away:

    The Survivors objective is unfun and boring.

    Now before you go in the comments and start calling me crazy, please read my reasoning for this being DbDs biggest issue first. It is a lot more complicated than this one sentence might make it look like.

    How to balance an asymmetrical game

    I know this might seem off topic, but trust me, this is very important for later.

    Dead by Daylight can be split into two seperate "games":

    1. The "Macrogame" (referring to the overall trial and its progression)
    2. The "Microgame" (referring to interactions between both sides)

    The way we can create a balanced experience for both sides is, by making each side dominate on of those two cathegories, but as a result of that be weak in the other.

    Essentially, this game boils down to both sides racing each other by pushing their strong suit and hoping that they can finish their objective before the other side has been able to finish theirs.

    Due to this being an asymmetrical game, the side that has less players in one round (Killers) needs to be the dominant side in the Microgame, while the opposing side (Survivors) gets to dominate the Macrogame.

    This makes sense, given the Survivors superior numbers that allow them to apply pressure on the Killer in multiple different locations, which the Killer can not contest due to them only being able to be in one place at a time.

    To make this fair for the Killer, they need to have the upper hand in this 1v1 interaction, so that they don't waste much time on this one Survivor and can instead go and pressure the team after dealing with them quickly. This is also why they are referred to as "the powerrole", even though they themselves arent any more powerful than the Survivor side is, but they feel very powerful due to the fact that they heavily outclass an individual Survivor.

    In other words, a balanced Dead by Daylight would be a game where Killers dominate in chases, whereas Survivors dominate in generator progression, with the deciding factor being who can be more efficient in "their game" of DbD and outperform the other side.

    How the Issue affects DbD's balance

    In a balanced Dead by Daylight, as discussed above, long chases do not exist. Killers dominate in this aspect, so Survivors will want to avoid chases altogether, focussing their gameplay on generators.

    But generators are no fun. No one wants to focus their entire gameplay on holding M1 and occasionally hitting space bar - understandably so.

    If this game were to ever be in a balanced state, Survivors would be the ones quitting out of boredom. And since Survivors are just as essential to this game as Killers are, while also making a majority of its playerbase simply because of the 4v1 nature of this game, this would be very bad news.

    This is also something that I believe the Devs are very aware of. They have stated multiple times in the past now that they have no intention of balancing Dead by Daylight to make it fair, but to make it "fun".

    But what does that mean exactly?

    What is the one thing you think of when you talk about "fun" in Dead by Daylight? - It's chases.

    Chases are a fast and easy way of bringing action into this, otherwise very boring, game. They are full of fast paced interactions between both sides and you need to think on the run to make the right call in order to avoid certain death at the Killers hands.

    As a result the Devs have started balancing DbD around chases - some people might even refer to chases as Dead by Daylight in its entirety, completely forgetting that there is more to it outside of them.

    While this is a very understandable decision made by the Devs, it is also one that brings major imbalances with it.

    The result(s)

    Due to the Devs focussing their resources on making chases a fair, interactive and balanced encounter for both sides, Killers feel very weak to play.

    Remember what I said earlier about how to balance an asymmetrical game - Survivors need to dominate in the Macrogame, while Killers need to dominate in the Microgame.

    But this is no longer the case. The reality of DbD is, that Survivors dominate the Killer in the Macrogame, as they were designed to, and are equal to them in the Microgame, while on the flip side Killers get dominated in the Macrogame, as they should, but are only equal to Survivors in the Microgame.

    By balancing this game around the 1v1 aspect of it, the Devs took away the Killers strongsuit. Killers now struggle immensly to compete with Survivors, especially since those Survivors can hardly be nerfed in their strongsuit, due to that being a direct result of their superior numbers. Simply put Killers can not end their chases quick enough to properly race Survivors who focus on generatos, meaning any time the Survivor team is working on generators efficiently the Killer will most likely lose.

    As a result the game becomes frustrating to its Killer playerbase, because any time they go up against a team of Survivors with an equal skilllevel to theirs, they are heavily outclassed simply due to this game being tilted in the Survivors favor as much as it is.

    For Killers to be able to win, they need to be on a higher skilllevel than the Survivors are, so that the Killer makes less mistakes than the Survivors and can punish their mistakes more efficiently.

    And this leads us to a very modern problem, namely that this essentially rules out the existance of MMR systems in a game like this - at least functional ones.

    There are two possible outcomes with an MMR system in DbD right now:

    1. The system works and puts players of equal skill against each other. In this case Killers are heavily outmatched and will lose a majority of their games (unless Survivors make a huge, game losing, mistake, but for the sake of the argument we have to assume both sides play equally well), which feels unfair and bad for the Killers. Additionally, the high end Survivors would have no opponents, because Killers can not compete at this stage, which results in very long lobby queue times for them.
    2. The system doesnt work and puts players of varying skill against one another. In this case Killers would get to fight lesser experienced players as well, which allows them to win those games, which feels unfair and bad for those Survivors, as they feel outmatched.

    This means no matter what happens, this is a lose-lose scenario. This is also why I keep saying that the most basic requirement for a functional MMR system is a balanced game, which DbD can not (and will probaply never) offer.

    Another very common complaint by the Killerplayerbase today is, that gens are completed too fast. That however is not actually the case, it's that they are too slow at killing the Survivors.

    And as I explained above, this is essentially an unfixable problem. There are two possible solutions to it, which equally don't work:

    1. Make Killers the strong chasers they are supposed to be to be able to rival the gen speeds - this one turns Survivor gameplay into a hold M1 simulator, making it extremely unfun for them to play.
    2. Make gens take longer to complete - this one makes Survivors sit on gens, holding down M1, even longer than they already have to, at which point no one is having fun anymore because of how sluggish the game has become.

    Both of these fail entirely at the non interactive nature of generators.

    And there are more, but we would still be here tomorrow if I went into detail on all of them, so I'll make it short. Here is a list of other issues that are directly linked to this one with a brief explanation:

    • Maps having too many timewasters for Killers on them or generally not allowing for much map pressure (Pallets and Windows are what Survivors have to have fun in chases, to maximise fun and fairness in chases we need a bunch of them and make it so whoever mindgames who wins)
    • A vast majority of the Killer roster being unviable in high level play (only viable options are Killers with strong chase related abilities to at least sometimes put Survivors in a lose-lose situation they can profit from, who also have good map pressure to fight generator speeds - e.g. Nurse and Blight)
    • Killers getting nerfed who did not need a nerf (strong chase ability = unfun match for Survivors, therefore they get nerfed. This is what happened to Deathslinger or the Twins Toy Sword Add On)
    • Killers being forced to run a bunch of slowdown Perks (essentially a futile attempt to force solution 2. from gens being done too fast. As explained above it makes the game miserably boring for Survivors, but is a necessary evil currently)
    • Camping & Tunneling being such popular strategies (eliminating one player early on makes the Survivor teams overall map pressure take a huge hit, which can allow the Killer to relax a bit more. Not doing this is pretty much a lost trial. This is a result of gen speeds, which are a result of their unfun nature)
    • Playing Killer being significantly more stressful than playing Survivor (you essentially have to play perfect to beat even just a mediocre team. The smallest mistake can cost you the entire game, due to a chase being extended too long and you therefore getting crushed in the Macrogame)

    While not all of those might be a direct result of generators being boring, they are all linked to it in some way. Basically, the boring nature of gens caused the Devs flawed balance philosophy, which is what stops us from properly addressing those issues.

    If we ever want to properly fix those problems, we need to address generators first. If we don't, all we achieve is trading one problematic thing for another.

    What is the Solution?

    A complete rework of the Survivors main objective.

    We need to get rid of the excruciatingly boring gameplay that is holding down M1 while waiting for a progress bar to fill up - and this is not exclusive to generators by the way, all of the Survivors objectives are this boring, whether that be exit gate switches, totems (cleansing and blessing), healing, chest searching - they are all the same.

    Of course these progress bars serve a purpose. These objectives are meant to be timewasters first and foremost, it is necessary that the Survivors spend a good amount of their time on doing them to allow the Killer to find and hunt them down.

    So a reworked Survivor objective would need to be both time consuming and interactive for them at the same time.

    It is not until this is achieved that we can properly address so many of the other, much more noticeable, issues that plague this game today.

    This being said, personally I don't think this is a realistic demand to make.

    Generators are one of the most fundamental mechanics in this game and they have existed for almost 6 years at this point without any major changes to them and with a total of 27 DLCs (some bigger than others ofc) that further change the game and, in many cases, directly rely on this mechanic or further add to it.

    There are Perks on both sides directly tied to generator progress bars and there are some Killer powers that also rely on Survivors being on gens (such as Freddies teleport or the Doctors Madness Skill Checks) that would need to be addressed if gens were to be fundamentally reworked.

    This absolutely does not mean it was impossible to address, however it would require a huge amount of time, ressources and effort from BHVRs side.

    And I mean this when I say it, but I definitely think that at this point it would be easier for them to just work on a Dead by Daylight 2 and redesign it from the ground up with this in mind, rather than to try and somehow fix the current game (also due to spaghetti code that further hinders this).

    However, I would definitely not mind being proven wrong on this. Though it would be a long and tedious process, I believe the game would greatly benefit from it in the long run.

    And they can start small, not tackle the whole thing at once, but maybe start by doing one thing and see how it plays out. For example, rework the Exit Gates to no longer require you to hold M1 next to the switch until a progress bar is filled, but make it require fuses that the Survivors need to collect and insert - each fuse lights up one bulb and 3 fuses open the gate up. It would be significantly more interactive for both sides and it would get rid of people 99%ing the gates (another common complaint you hear a lot). You can also do something entirely different, the most important thing is that something is done.

    Afterword

    Thanks for reading this, admittedly very long, post. Might be my longest one yet, its definitely the one I put the most work into.

    What do you think of this? Do you think I'm right? Or do you think I'm entirely wrong? Did i miss anything crucial? Please tell me down below!

    Also please keep in mind this post is not meant to give solutions to this issue, but soley to highlight it - though if you think you got a good sulution to it you can share it down below too / make your own post about it! The more ideas we can give the Devs on this the better. I also deliberately did not post it in the Feedback subforum, as it is not meant to be feedback to the Devs, but as a bit of an explanation to where I believe the game stands right now and why certain things are happening to it for the community - as stated above, I do believe the Devs are very keenly aware of this issue already (and have been for a long time now).

    Have a nice day / night and I'll see you next time!

    also revert the Slinger nerfs, k thx bye.

    This. This is what I want to be addressed.

    1. Nurse rework (Since they seem to be heading towards a more balanced game now)
    2. Base regression of some kind
    3. Smaller maps
    4. Some form of BT/DS base kit
    5. Freddy + PH add on passes
    6. Myers buffs (Currently the weakest killer imo)
    7. Trapper buffs (Trapper sack base could be worth testing)
    8. Clown buff (Antidote is separate and works of a cooldown)

    This is in no particular order

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2960497#Comment_2960497

    This isn't a bad idea either, but I think my suggestion might be a little more elegant.

    I do really like the 'tapping' idea though.

    All of your ideas are good.

    If I had to add something about the Bloodweb it really needs an "Auto-Level" button so you can just click it and the game will automatically spend your bloodpoints to randomly fill out a level of the blood web

    Because at some point, you don't care, you just need to spend the points. So just let us click 1 button per Bloodweb level to have the points auto spent on whatever in that specific web.

  • Make base items for Survivors that work like the Broken Key except these items can be depleted but never lost. The previous tiered items become different types of add-ons.

    Perks like Franklin's would reduce the effectiveness or duration of the add-ons.

    Now you can have specific cosmetics for each item like how killer does for their weapons.

  • @Viskod said:

    https://forum.deadbydaylight.com/en/discussion/comment/2960570#Comment_2960570

    All of your ideas are good.

    If I had to add something about the Bloodweb it really needs an "Auto-Level" button so you can just click it and the game will automatically spend your bloodpoints to randomly fill out a level of the blood web

    Because at some point, you don't care, you just need to spend the points. So just let us click 1 button per Bloodweb level to have the points auto spent on whatever in that specific web.

    Yeah, this is also a solid idea. Just...spending my 2m at the start of each cycle becomes really, really tedious after a while.

  • Base Kindred and a dialogue/status wheel for survivors

    Base BP gains from BBQ and WGLF

    Role incentives

    I think the biggest issue right now is that top players aren't facing each other often enough. Games involving the top end of MMR are stomps in either direction in my experience because the other side is often way out of their range. The range can be absurd after you account for rounding down. I think they should consider bidirectional matchmaking for those above the cap

  • I like most of these suggestions. Here some thoughts from my side

    Killer Basekit:

    Regarding Gen Speed I wondered if it would make sense to adjust it, based on a formula of how many gens and how many survivors are alive in the trial. This could also help to make a game when someone dcs or kills themselves on hook playable for the rest of the survivors if balanced right. In this way 4 survs 5 gens would be the highest gen time and 2 surv 5 gens the lowest without to make it broken of course. This might also help to keep the exitement during a match without to reach an moment of "My side has lost already". Just an Idea.

    Kicking Gens should be noticeable +1.

    Killer Powers not useable next to an occupied hook for killers which are not designed to camp like hag and trapper +1. Farewell Pyramid double hits.

    Corrupt is a cool effect for the beginning of a match to get the game going. I dont think it should block the gens on the other side of the map so survs have to look half a minute for another one. Thats a bit of an annoying downside playing surv and i think if they adjust the gen speed this hopefully wont be necessary anymore. The effect in my opinion could pick 1 gen randomly or even on the killer side and block it and the 2 closest gens next to this one. So that it would be a challenge for survivors to avoid the 3 gen and a tactical goal for the killer to defend it. I also think the gens should be blocked until the first gen is completet to avoid a boring stall out in the beginning. Thats the basekit corrupt that i would find interesting for both surv and killer.

    Beside that they should reduce the stackable bonus repair speed on one gen it should never half the time of a gen if not the whole team is involved, maybe to +10% per additional person.

    Boons should be destroyable by killers basekit, so that they are able to design stronger boon totems.

    Survivor:

    I think self care should be base kit otherwise solo q player will keep using it forever. For them its an insurance to have the possibilty to heal even with horrible teammates who actively refuse to heal them without the need to always buy and equip medkits. Beside that the effect of self care is weak and often even bad for the team depending on the situation so it shouldnt even matter.

    I would also like to see DS and BT Basekit. DS needs more conditions when to deactivate like after hooking a different survivor its currently missing some natural logical onces and BT should not be usable for shielding teammates. Both of these additions have to be adjusted for killers which are designed to camp alot like hag and trapper.

    For slugging the game could detect if all your teammates are hooked or in dying state and if noone has a activatable second chance perk - to self-adjust and let them bleed out alot faster. Bleed out time could be reduced down to like 15-30s till death for that moment but with the killer recieving the same bloodpoints as for a hook in this phase. (not sure if thats currently the case)

    Im for the Kindered effect being basekit for seeing the aura of your teammates during a hookstage so solo q can organise a rescue but the aura of the killer should not be shown. You often get knowledge where the killer is headed after a hook this personally would ruin the atmopshere for me quite a bit.

    Keeping the killer busy should be rewarded, like when you get camped with bloodpoints +1.

    SWF automatically get paired with higher mmr oponents +1 (Should keep the smurf bully squads away from our cute beginners)

    Neutral:

    Collision should end after a few seconds, it shouldnt be abusable in anyway to change the current gameplay so better to make it like 3-5s.

    The biggest Maps should be reduced down in size and they should set themselves a limit how big a map can be to be decently playable and design around that. Plus notice that it matters alot if a map has multiple floors.

  • @StarLost said:

    As this is potentially a 'once in a lifetime' iron-is-hot moment, where this game is going to change at a fundamental level, alongside the sweeping perk/meta changes - what changes do you want to see to the base game?

    For me:

    Killer Changes

    • 1. Killer powers cannot be used within a certain radius of hooks. This is already the case for Artist, and it would help deal with facecamping while proxy camping remains viable.
    • 2. Something (I'm not sure what) to prevent the extremely unfun 'slug everyone and let them bleed out' style, often combined with Knockout.
    • 3. Buffs to Onryo, Pig and Trapper and addon improvements for Pyramid Head and Freddy.
    • 4. After 20 seconds of close proximity to any 1 survivor, you now lose collision (prevents blocking people in and also helps with facecamping).
    • 5. BBQ & Chili BP effect added to all killers, baseline.
    • 6. Instadown/grab attacks now grant double credit for hit events, which should help the annoying 'these killers are so much worse than other killers for ranking' issue.

    Survivor Changes

    1. At the start of the game, generators take 40% longer to complete. Every time a generator is completed, this is reduced by 10%, until it reaches zero at 4 gens complete. As all gen regression perks are taking a hit, something is needed to prevent the 'I got unlucky with my initial patrol/chase and now there's no way to catch up' problem.
    2. Kindred added to all survivors, baseline - minus the ability to see the killer's aura. This is absolutely required in solo queue, but causes issues because more than 1 Kindred is a huge waste and almost nobody reads pre-match chat and, especially for those of us who play at odd hours, language barriers make this even more difficult (I've had lobbies with Chinese, Spanish and English speaking players).
    3. While on the hook/ground, you gain partial credit for all generator progress made - much as currently occurs when you are being chased. This should at least slightly help with the 'suiciding on hook' issue, as there's a tangible personal benefit for sticking around and also the truly obnoxious 'well, I got downed first and facecamped/bled out, and now I depip' situations.
    4. Borrowed Time and Decisive Strike are now baseline on all survivors. However, Decisive Strike will now deactivate upon entering a locker.
    5. We're Gonna Live Forever BP effects added baseline for all survivors.
    6. When queueing with friends in a SWF, you now receive a temporary MMR inflation proportional to the number of players in that group. This should help offset the ridiculously strong benefits of coordination and information sharing possible by ideally finding you a slightly stronger opponent.

    Overarching changes

    1. The DC penalty now decays a lot slower. The occasional DC won't hurt you, but habitual DCers will be heavily penalized.
    2. Bloodweb animations can be disabled. It can take far too long to spend BP at times, due to these animations.
    3. A player endorsement system, to help reward good sportsmanship on both sides.
    4. Some survivor and killer offerings reversed. For instance, killers can now cause survivors to start together, while survivors can now cause everyone to start split up.
    5. Swamp and Badham maps reworked.
    6. On DCing, your killer/survivor will be controlled by an AI bot - and you are able to reconnect. If you successfully reconnect within a certain timeframe, you will receive no penalty for that DC.

    BT basekit as survivors (5 or 8 seconds duration)

    Corrupt Intervention basekit as killer (maybe with 40% or 25% less duration)

  • Killer:

    -Hexes are uncleasable or unlessable for 120 seconds at the beginning of each match.

    -Killers can rehex totems rather than just break them as planned. The more they're re hexed the quicker they are to cleanse.


    Survivor:

    -Some sort of buff to either the hatch or doors for the final remaining survivor e.g. base left behind but it only activates when and if the killer chooses to close it making keys more worth while.

    - Deliverance to be usable still during the second stage of the sacrifice.

    -a chance for one survivor to be able to recover from the dying state if all survivors in the map are downed.

    -BT as basekit, or some equivalent, when a killer has been close to the hook for 'x' amount of time.

    -Kindred, minus the ability to see the killer's aura, to be base kit or status icons for survivors when someone is hooked.

    - Secondary objective for every match, not killer based.


    QoL improvements:

    - The ability to press the run and crouch button rather than hold it as with other actions and to mirror the mobile version.


    - a look behind feature when in chase, again like the mobile version.

    -more varied customisation options e.g. hair, hat, glasses all equippable separately rather than preset heads.

    -'buy all' feature for the blood Web.

    - more maps and map variations. Better map randomiser. I'm sick of getting nothing but Macmillan estate and Autohaven wreckers repeatedly.

  • Noed removed

  • @dictep said:

    Noed removed

    I would be astonished if NOED isn't one of the 40 perks being reworked.

  • Well before the announcement of the Mori change, I'd always thought it'd be fun if when you were Mori'd by Nemesis you reanimated as a zombie.

  • Remove overheat from Billy, make the bp gains for wglf and BBQ basekit, nerf pig, buff trapper, delete Blight and Mikaela, and I'm happy :)

  • @Viskod said:

    A portion of Pop Goes the Weasel, Overcharge, and Ruin become basic generator mechanics.

    When a killer kicks a generator, it should take a chunk out of the progress.

    When a survivor tries to stop a regressing generator they should have to pass an Overcharge like skill check to put a stop to "Tapping"

    If a non-regressing generator is left untouched for a period of time it starts to automatically regress.

    Me who's able to complete the skillcheck as I'm running away:

    ohoho.jpg


  • Either changing devour hope to a perk that is no longer a totem or giving killer 2 mins before survivors spawn to place totem in a spot they choose.

  • Something I had rolling around in the old noggin thinking about gen speeds.

    Generators would have 100 charges up from 80 charges while reducing the effectiveness of slow down perks. I'm wondering if this will create a situation where people would try to repair in pairs instead of scattering to different generators. You could mess with the Efficiency Penalty to adjust times so that duo repairing is not super fast but it's still a much better option then solo repairing.

    This idea has a flaw in that making solo gen speed repairs slower should make a snowball effect after a death. In this case, what if you increased solo repair speeds by 25% after the first kill which would change the gen speed from 100 seconds to what is currently 80 seconds.

  • @Sylhiri said:

    Something I had rolling around in the old noggin thinking about gen speeds.

    Generators would have 100 charges up from 80 charges while reducing the effectiveness of slow down perks. I'm wondering if this will create a situation where people would try to repair in pairs instead of scattering to different generators. You could mess with the Efficiency Penalty to adjust times so that duo repairing is not super fast but it's still a much better option then solo repairing.

    This idea has a flaw in that making solo gen speed repairs slower should make a snowball effect after a death. In this case, what if you increased solo repair speeds by 25% after the first kill which would change the gen speed from 100 seconds to what is currently 80 seconds.

    That's...interesting.

    @whampyri said:

    Either changing devour hope to a perk that is no longer a totem or giving killer 2 mins before survivors spawn to place totem in a spot they choose.

    I think Devour needs to stay a hex - it's incredibly strong, offset by the RNG totem spawns.

  • @StarLost said:

    As this is potentially a 'once in a lifetime' iron-is-hot moment, where this game is going to change at a fundamental level, alongside the sweeping perk/meta changes - what changes do you want to see to the base game?

    For me:

    Killer Changes

    • 1. Killer powers cannot be used within a certain radius of hooks. This is already the case for Artist, and it would help deal with facecamping while proxy camping remains viable.
    • 2. Something (I'm not sure what) to prevent the extremely unfun 'slug everyone and let them bleed out' style, often combined with Knockout.
    • 3. Buffs to Onryo, Pig and Trapper and addon improvements for Pyramid Head and Freddy.
    • 4. After 20 seconds of close proximity to any 1 survivor, you now lose collision (prevents blocking people in and also helps with facecamping).
    • 5. BBQ & Chili BP effect added to all killers, baseline.
    • 6. Instadown/grab attacks now grant double credit for hit events, which should help the annoying 'these killers are so much worse than other killers for ranking' issue.

    Survivor Changes

    1. At the start of the game, generators take 40% longer to complete. Every time a generator is completed, this is reduced by 10%, until it reaches zero at 4 gens complete. As all gen regression perks are taking a hit, something is needed to prevent the 'I got unlucky with my initial patrol/chase and now there's no way to catch up' problem.
    2. Kindred added to all survivors, baseline - minus the ability to see the killer's aura. This is absolutely required in solo queue, but causes issues because more than 1 Kindred is a huge waste and almost nobody reads pre-match chat and, especially for those of us who play at odd hours, language barriers make this even more difficult (I've had lobbies with Chinese, Spanish and English speaking players).
    3. While on the hook/ground, you gain partial credit for all generator progress made - much as currently occurs when you are being chased. This should at least slightly help with the 'suiciding on hook' issue, as there's a tangible personal benefit for sticking around and also the truly obnoxious 'well, I got downed first and facecamped/bled out, and now I depip' situations.
    4. Borrowed Time and Decisive Strike are now baseline on all survivors. However, Decisive Strike will now deactivate upon entering a locker.
    5. We're Gonna Live Forever BP effects added baseline for all survivors.
    6. When queueing with friends in a SWF, you now receive a temporary MMR inflation proportional to the number of players in that group. This should help offset the ridiculously strong benefits of coordination and information sharing possible by ideally finding you a slightly stronger opponent.

    Overarching changes

    1. The DC penalty now decays a lot slower. The occasional DC won't hurt you, but habitual DCers will be heavily penalized.
    2. Bloodweb animations can be disabled. It can take far too long to spend BP at times, due to these animations.
    3. A player endorsement system, to help reward good sportsmanship on both sides.
    4. Some survivor and killer offerings reversed. For instance, killers can now cause survivors to start together, while survivors can now cause everyone to start split up.
    5. Swamp and Badham maps reworked.
    6. On DCing, your killer/survivor will be controlled by an AI bot - and you are able to reconnect. If you successfully reconnect within a certain timeframe, you will receive no penalty for that DC.

    I like a lot of these changes, but there's one I want to highlight...

    Borrowed Time and Decisive Strike are now baseline on all survivors. However, Decisive Strike will now deactivate upon entering a locker.

    While I can fully and completely see DS working as a baseline perk, I don't want BT baseline because it covers survivors specifically only if they make a bad unhook, which I don't want to encourage. I also don't think DS deserves to be deactivated from hopping in a locker, since all that does is circumvent a cheesy counterplay to DS, which is slugging. The survivor does not progress the game while in the locker, so it shouldn't break DS.

    For BT, one additional change: While under the endurance effect from BT, the survivor does not collide with the killer. Just to kill the BT bodyblock.

  • Base DS wouldn't deserve to be changed to deactivate upon entering a locker. A survivor trying to preserve their DS is a survivor not progressing the game.

    I'd like to see base kindred (reduce killer aura read to 3 meters), base BBQ, NOED Rework, incentives for players to not tunnel/camp, swamp rework, timed effects for boons: Auto-snuffs after the timer runs out, base brutal strength + 10% regression for kicking a gen, base windows of opportunity/zanshin tactics, base unbreakable (Requires being slugged for 60 seconds).

    There's more stuff I'd like to see changed, but that's all I can think of for now.

  • I think the game is actually not in too bad a state for the most part. There’s obviously things that can be improved but it’s definitely a better game now than when I started playing four years ago.

    Things I think are possible to see from this perk/base game rework

    • Dead Hard will get nerfed for sure. There’s multiple ways to do it but the bottom line is it will get tuned down.
    • My guess is the devs will be looking at why gen slow down perks are so popular on the killer side and may end up tweaking gen times so gens take a bit longer to finish (say 90 seconds instead of 80). Then they’ll tone down all the gen slow down related perks to compensate, basically baking in a bit of slowdown for all killers regardless of loadout but making it harder for killers to get additional slowdown on top of that. (They’ve done kind of a similar approach on some of their killer revamps where they, for example, baked in longer Mark duration on Ghost Face then reduced and revamped all his add-ons which increased Mark duration. So I can see them doing a similar strategy for gen slowdown.)
    • Along similar lines they may look at Corrupt Intervention being popular and decide to make a weakened version of it be just a base thing for all matches, and then reduce Corrupt Intervention’s duration so the net result is similar to what it is now if you use that perk. So for example they could block all gens for 30 seconds at the start of the match for all matches, and then Corrupt can additionally block half the gens for another 60 seconds on top of that. Again, that’s assuming they decide that the reason this perk is run so often is because of a perceived need for additional time in the early game. They wouldn’t want to buff Corrupt Intervention obviously but they might want to just bake some of it in.
    • If the bots work as anticipated hopefully the devs will extend them to automatically take the place of players who disconnect. That’s how DbD Mobile does it, and as a killer I’d much rather be playing against three humans and a bot than just three humans who are shorthanded.
    • It’s worth noting they’re not simply “nerfing 40 perks”, some of that list of 40-50 perks could include underused and underpowered perks getting buffs. So we might see something like Monstrous Shrine getting a buff, for instance.
    • The one thing they didn’t mention in the anniversary was the HUD icons for solo survivors to let them know what the other survivors are doing (e.g. a gen icon if the survivor is working on a gen). They announced it was in the works in January so I was a little surprised it didn’t get mentioned this week. Hard to tell if it’s something still in the pipeline or if they gave up on it.
  • * Id make size actually relevant. Bigger characters would cause more damage progression to gens than small weaker killers, so a mini pop, same for pallet breaks, big killers to break them a bit quicker. Smaller killers to be able to vault quicker than bigger ones (more agile)


    * Pick 10 for perks. This would piece meta users off but it would shake up perk selection quite a bit

    Meta perks = 4

    Mid tier perks = 3

    Low tier perks = 2

    So you could keep 2 meta perks and then equip a low tier one or even have 3 mids, 5 low tier etc etc


    * Make the maps darker

  • An overhaul to the generator objective.

    I think the whole survivor stays in 1 place for an extended period of time and is largely safe if the killer is chasing a survivor away from them leads to tunneling/camping being a dominant strategy and forces killers who excel at chases to be played more since quickly getting a survivor out is by far the best strategy to employ currently. Also why killer meta is full of slow down generators as much as possible since it's just not reasonable for a killer to both pressure gens and get downs in the early stages of the game.

    If there was more to the survivor gameplay than just stand in one place and repair gens it could open up the possibility for alternative killer strategies that don't involve chases. Right now trying to spread pressure just doesn't quite do it since an injured survivor and healthy survivor are just as safe on a gen while the killer is chasing another survivor. There's no chance for the injured survivor on the gen to run into the killer (outside of the chased survivor running the killer to you).