Dead by Daylight is almost BALANCED?!
Introduction
Yup, after many patches containing perk buffs and killer changes, we almost have a balanced asymmetrical horror game. Considering we almost have a balanced asymmetrical horror game which is known for being hard to balance, that by itself is a great achievement for the BHVR team since they are so close to perfection! However, we aren't there yet, we still need a few more changes to make the game shine in it's true glory for both roles: Survivors and killers!
Problems List
I'll highlight things in bold and italics that I'll be focusing on later down the thread!
SWF and solo Q gap
OP and underpowered: killers, add-ons (both survivor and killer), perks, offerings, and items.
Grinding Length
Rushing Generators
SWF and solo Q gap
This is the big problem since the survivor's power depends on communication and their ability to work use that as one to overwhelm the killer. However to make communication possible to the solo Q survivors, we will need to use something most players don't like: Aura Reading.Kindred as Baseline
Basically, whenever someone is hooked, you'll see everyone's aura but you won't see the killer's aura in this version. You'll see the killer's aura when the killer is losing emblem points in Chaser category for being too close to the hooked survivor and there's no survivor nearby.
Survivors can see your aura when you're in a chase
If a survivor is in a chase, their red aura will be revealed to every survivor remaining in the trial.
Wrapping everything up
These two changes will help solo Q survivors understand what's going on in the game and will help them become almost as strong as a SWF team. This is important since if every survivor team is as strong as SWF then the developers can make killers based on that. I'll like to mention that both of these buffs will indirectly buff the blindness status effect since these changes gives it more auras to affect.
Grinding Length
Dead by Daylight is known for its huge grind length. This is not great because many players won't have the items they want without spending way too much time.Bloodweb adjustments
Common: 1,000 (was 3,000)
Uncommon: 2,000 (was 4,000)
Rare: 3,000 (was 5,000)
Very Rare: 4,000 (was 6,000)
Ultra Rare: 5,000 (was 7,000)
This will make getting everything you want simply faster since you are spending less bloodpoints on the garbage stuff. You'll make enough savings that you'll be able to complete another level or two when you're grinding.
Removing certain offerings
The 75% offerings should be removed altogether since they crowd the bloodweb more than necessary. I'll also like to mention that 75% offerings are kinda useless since you'd either use a place holder offering such as 50% boost or use a heavy BP offering such as a escape cake. Additionally, the 100% offerings will be reduced to a uncommon rarity to make them more easy to obtain and increase your profits from using them.
Wrapping everything up
With these changes, the bloodweb will be easier to level up and you'll be able to get the things you want easier!
Done
Please tell me your opinions on what's wrong with the game! Discuss please!
Comments
Something else that would help with the grind is that we can buy the perk we want but at a higher price. You wouldn't be able to use Auric Cells to buy them so it wouldn't be pay to win, only BP and shards. This would help solve the problem of having to fight the RNG for that one perk you really want.