Some Stuff Id Like To See

Dead by Daylight is far from a perfect game, it's bound to have it's flaws and I feel like they can be addressed in multiple different ways. Id like to just clear the air a bit, and look at both sides a bit more evenly, an even playing field in which both sides can be criticized and addressed... Let me begin...

  • SoloQ Improvements: A visual HUD and communication method for SoloQ players, creating a smoother gameplay experience for people who queued into a match by themselves and such. Voice Chat should also be considered as a communication method, ideally a proximity based VC as to promote communication in-game vocally.
  • Map Design: As many are aware, some tile sets that can spawn have a number addressed to them which gives them a strength, that strength number determines what tiles can and cant spawn within close proximity. This system, while good on paper, isnt perfect. The strength a tile set has needs to be re-addressed to prevent strong tiles from spawning within close proximity to reduce chaining tiles of high strength, this can also be done to reduce the frequency of pallets spawning within close proximity.
  • Map Size: Map size really needs to be addressed, having a large map being in the game isnt an issue if all killers could traverse the maps easier, but that isnt the case. Most killers struggle with large maps, so reducing map sizes to help deal with this makes this not so much a problem.
  • Generator Speeds: Generators should by default take 80 seconds, the issue was never the rate at which generators got completed, but the inability to pressure a generator at some given points of a match. Survivors would typically all spawn together and complete a generator with Prove Thyself before the killer would reach them, instead of nerfing generator repair speeds, the issue involving generator speed-up as well as survivor spawn points should be addressed giving the killer more immediate pressure on survivors at the start.
  • Tunneling: It should be said that 5 seconds of Endurance is not enough time to prevent tunneling, even with the extra 7% Haste. Survivors will still be using perks like Borrowed Time to prevent tunneling. The base duration of Endurance should be extended as well as the Haste duration, and Borrowed Time should receive a duration reduction to compensate.
  • Camping: While tunneling was technically addressed, albeit poorly, camping as not at all addressed during the Perk Rework post made. A system needs to be put in place to reduce the lethality of camping a 1st hook stage survivor until death. Camping shouldnt be entirely obsolete, but should instead be made to be a more strategic way of playing.
  • Killer Strength Disparity: A lot of killers in DbD have varying strengths, which is fine, but the issue is that some killers clearly shine way more than the others. The difference between the weakest and strongest killers in the game is very noticeable. Killers such as Nurse, Blight, and Spirit need to be brought down to fit more in line with others killers. Killers such as Onryo (or Sadako), Clown, and Wraith need to be brought up to fit more in line with the better killers in the game.
  • Accessibility: DbD is a game that a lot of different people with different backgrounds can get into, however it still has it's issues, people with various forms of disabilities have a hard time with the game. Color blind settings can help those with various vision issues. As for people with hearing disabilities, having a literally heart beating from where the character is (similar to that of DbD Mobile) should help.
  • Different Gamemodes: While some people might be eager to enter the fog since they are new, older or returning the players might not have such motivation. While events are a nice way of bringing those players back, bringing alternative gamemodes help deal with that issue. Alternative modes spice up gameplay, and reduce the burn out that such players might be facing.
  • Replay System And Better Reporting: While a replay system would be vary difficult to implement, it would allow for a better reporting system since players can send what actually happened within a match with a report, allowing for more players who may ruin a match by mal-practice or cheating to be dealt with properly. A replay system will allow for more cinematic shots for content creators and replay artists.
  • Regression And Second Chances: This is a really hard thing to address, and I dont think there is a way it can be address, but this issue MUST be known. If second chance perks for survivor exists, if a perk which provides a significantly higher chance of escaping exists, survivors are going to use it and it will become meta. Likewise, if regression perks exist and something provides a way to slow down the match, killers are going to use it and it will become meta. The mere existence of regression and second chances will always enforce their usage because of how strong they are by design. It doesnt matter if you nerf them into the ground, people will still use them, because the advantage they provide will always be greater than that of other perks. Nerfing Pop Goes The Weasel isnt going to stop killers from using it. Nerfing Dead Hard isnt going to stop survivors from using it.

While not flawless, they are just some ideas thrown up the air. Got any ideas of stuff I missed? Got anything you disagree with? Feel free to let me know.

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