getting gud or making game gud ft. professional tunneller

hello my name's **** and today I had an ingenious idea while working and being very intoxicated. (works boring had to pass time)

so it started out with me thinking im a no life who has way to many hours (5k+ hrs) on this beautiful masterpiece of a hide and seek game called Dead by Daylight and thought "wow alot of people seem to love this game too", love hating this game :p not because they are haters but because they want it to be the best it can be so they can also waste their lives playing this game as much as I have.

So i researched to find out where this anger comes from and had a discovery! people don't like tunneling and camping everyone's 2 favorite words. You either hate them or play killer and pretend you aren't one of them. me being both of those description depending on what im playing.

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anyway after some brainstorming i thought of 2 things

  1. The devs should experiment more with this game like they did with unbreakable PTB i think it is good to experiment and see what could change and what new features they can try
  2. Look at my awesome idea and try it on a ptb because ... why not

and 3. the actual idea or what's left of them :)

i think survivors need huge nerfs and buffs and so do killers but more so survivors a bit of a system rework if you will. Why well, i thought to myself im a killer main now but why? because i hate teammates and solo q and dying and watching crows while i hang on a hook for 2 minutes and because everything suck and i have no friends.

but when i play killer i love being that ***************** that i hate playing against as survivor because its easier and it works. even tho it ruins the survivors experience.

So after more neurons in my head connected i had this idea of a game redesign

Survivor have 12 chances (hook states that are shared)

how does it work survivor gets hooked like normal they get 2 minutes to be rescued before the entity smells their bacon and eats them but the more you unhook the hungrier it gets so every hook cost your team a chance

the first 8 hooks regardless of which survivor it was who got hooked will be treated as a regular hook with no attempt phase or struggle phase and the last 4 will kill on hook unless they are less survivors than the number of chances left. for example 2 survivors are left with 6 chances because of DC's or/and teammates not being rescued for 2 minutes the survivor will have more remaining chances meaning the last 2 chances will kill instead of last 4


KILL METER

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ways to lose a hook chance for team

  1. get hooked
  2. 60 seconds on hook lose another state for team
  3. 120 seconds on hook lose another state for team and the player will die as well

the entity doesn't like being watched while it eats so any player survivor or killer within 16 meters of the hook slows progression by 50% so survivors have more time to not lose a teammate or a hook chance

this first idea is not perfect but i believe is a great step in the right direction it fixes so many problems in DBD the team shared chances stop tunneling and does not discourage the hooked player to give up because a lot of times a survivor doesn't like to lose 1 of their 3 precious hook stages 30 seconds into the game. it also stops people from giving up on hook and incentivizes killers to not camp and go for other people because staying close buys survivors more time.

Also if the kill meter is red meaning same amount of survivors as chances left moris will work on the survivors same as before killing them a taking a hook chance regardless of pink or green mori and yellow work if one person is left regardless of chances

if all survivors are hooked regardless of chances left the game ends and if the last player is hooked the game will also end regardless of chances left

Now with this system in mind i have other changes along with them no more base borrowed time since it doesn't matter who gets hooked

as well as basekit kindred for survivors because realistically there's no reason not too. SWF have it for free cause they just talk to each other so for clarity in solo Q and to incentivize teamplay with Randoms having basekit will stop players from playing stupid and ruining matches

I also think hook interrupts should be removed it ruins games cause now you got 2 people dead infront of you and the game is basically over cause you just stared at some one on hook for 2 minutes.

i also think survivors should have an indicator they are being chased not just the obsession.

and finally for survivor buffs basekit unbreakable and selfcare with 60 seconds to recover and 45 seconds to self heal

this makes playing survivor reasonable regardless of how the match is going without adding much strength to SWF most giving info and slight self reliance

now as much i believe in the survivor plight. survivors at the higher levels do have the upper hand and thats why i believe they need some big meta nerfs to a) encourage variety and b) at higher levels these build will crush most killers that aren't top tier so to help the little killers from bullying

SURVIVOR NERFS

remove or completely change all iri addons and styptic agent

deep wound no longer applies a speed boost unless going from healthy to deep wounded

nerfing all medikit healing speeds

KILLER BUFFS

basekit pop goes the weasel hooking survivors cause the kill meter to glow red and the next gen damaged removes 10% max progression

killer see survivor auras within 8 meters of a hooked survivor

hooking survivors cause gens in progress to glow yellow for 5 seconds

not direct killer buffs but i think maps need to be reworked because they can be survivor sided and killers powers should be adjusted

thats all i could think of for now what do yall think and don't be cringe and hate be constructive cause i like this game and both sides im just tryna be unbias and fair

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