If You Could Change One Aspect Of The Game, What Would It Be?

Title. If you could change on aspect of the game, what would it be?

It can be literally anything you want, for better or worse; also dont worry about how the community will receive the change, since whatever you say will go through regardless of community reception, as per this being a hypothetical scenario.

Also by one thing, I mean one thing. Dont put a long list of things you would want. If you want to remove a set of maps; pick a map or realm, not multiple things. If you want to buff a set of perks; pick a single perk. Etc.

Comments

  • @Iron_Cutlass said:

    Title. If you could change on aspect of the game, what would it be?

    It can be literally anything you want, for better or worse; also dont worry about how the community will receive the change, since whatever you say will go through regardless of community reception, as per this being a hypothetical scenario.

    In leu of being able to fix them, I'd remove RPD, The Game, Midwitch, Decimated Borgo, & Garden of Joy from the map pools.

    They're all horrible maps for various reasons. And the quality of each match will only be improved with them gone.

  • @SirCracken said:

    https://forums.bhvr.com/dead-by-daylight/discussion/389013/if-you-could-change-one-aspect-of-the-game-what-would-it-be

    In leu of being able to fix them, I'd remove RPD, The Game, Midwitch, Decimated Borgo, & Garden of Joy from the map pools.

    They're all horrible maps for various reasons. And the quality of each match will only be improved with them gone.

    Since I mentioned it being one aspect, do you have a specific one that you would prefer removing?

  • @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524129#Comment_3524129

    Since I mentioned it being one aspect, do you have a specific one that you would prefer removing?

    RPD. Easily the single worst map ever concieved in DbD.

    Playing Billy, Huntress, or Deathslinger? Your power is rendered all but none-functional because of all the walls and tight corners.

    Playing any killer that relies on basic attacks? You're at the mercy of the long corridors and plentiful god pallets.

    Playing a killer that's good at map control? Your only viable option is to lock down a 3-gen and slow down the pace of the game to a crawl.

    It's the only map that I never have fun no matter what role I'm playing, or if I win or lose. RPD is a fun vacuum. And it's ######### baffling that the "Re-work" it received did absolutely nothing to fix it.

  • Generators would NOT be the only thing Survivors had to do to escape. There would be multiple things Survivors could work towards to get the gates to open.

  • I would add alternate game modes. It is utterly mind boggling to me that this hasn't been done yet. Imagine a game mode where there were 16 players in a lobby and once the game starts, one random player is given a role as a random killer. There are no hooks. Once a killer downs a survivor in this game mode they can instantly mori. Once the player is mori'd they respawn as a random killer. Would it be balanced? Not even close. But OMG it would be fun! There is infinite potential here that is going completely untapped. And for the life of me, I can't figure out why.

  • The chase music for Wesker and Legion, i'd change them to actually sound like proper chase music.

  • Change? Its easier to add or remove something. Change, I dont know what to change.

  • @C3Tooth said:

    Change? Its easier to add or remove something. Change, I dont know what to change.

    You can add/remove things as well, I consider that to be apart of change.

    I dont want to be too limiting, but the only condition is that it has to be one thing, not a laundry list of stuff.

  • I'll remove map offerings.

  • @biggybiggybiggens said:

    Generators would NOT be the only thing Survivors had to do to escape. There would be multiple things Survivors could work towards to get the gates to open.

    BHVR please hire this man NOW

  • @SirCracken said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524132#Comment_3524132

    RPD. Easily the single worst map ever concieved in DbD.

    Playing Billy, Huntress, or Deathslinger? Your power is rendered all but none-functional because of all the walls and tight corners.

    Playing any killer that relies on basic attacks? You're at the mercy of the long corridors and plentiful god pallets.

    Playing a killer that's good at map control? Your only viable option is to lock down a 3-gen and slow down the pace of the game to a crawl.

    It's the only map that I never have fun no matter what role I'm playing, or if I win or lose. RPD is a fun vacuum. And it's ######### baffling that the "Re-work" it received did absolutely nothing to fix it.

    Same thing as the bad ham rework. “Ok team here’s how we’re going to rework it, I’m going to change nothing and duplicate the map 5 fking times”

  • @totallynotamegmain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524135#Comment_3524135

    Same thing as the bad ham rework. “Ok team here’s how we’re going to rework it, I’m going to change nothing and duplicate the map 5 fking times”

    Doesnt mean the chance you get the map is 5 times, the chance rate to get into Badham map is only 3 for each variation. Macmillan, AutoHeaven, Coldwind has the chance rate of 8 or 10. While realms with less variation has chance of 12 (iirc)

    I prefer to have multiple variation than a single Badham with the chance rate of 12. If anything, I would like there are variations for Saloon and drop the chance.

  • Massively reduce map sizes and pallet counts.

  • I can't think of one thing specifically... cause there's a lot

    But... Making Status Effects also affect skillchecks was something I have thought of but I didn't get much feedback (probably cause I didn't explain much fully) also due to other changes made to some of the status effects would make my idea a moot point

    If they did make this a thing then it would make skillchecks both interesting and annoying (LOL)

    If not that then probably reverting the healing nerfs (or at least some of them)

  • Insta Ban tunneling and camping, stupid GGEz strategies , im tired

  • I would delete the lobby and have players load directly into the match. No more shopping for easy lobbies. It'd be a lot easier for people to get adjusted to their TRUE MMR if this simple change was put into the game. I complain about a lot of things in this game but I firmly believe that bad matchmaking is the no.1 cause for most issues the game has.

  • Perks should be side grades not the upgrades we have right now. the most user friendly build should be a perkless one

    I know that would never happen because it would mean EVERYONE would have to relearn their perk building process (except me because i just slap teachable with a perk that synergies)

  • Some sort of map balance/standardization. Like in terms of size and number of pallets, for starters.

    It's kind of unacceptable for your experience as a player (especially as killer) to vary so wildly depending on the map you load into. I don't think an asym like this is balanceable, but this would be by far the biggest single step in that direction, imo.

  • There's so much that its hard to pick.

    But I think I have one. Every killer that's been given a rework is given a brown addon that reverts them to pre rework status. That includes but is not limited to Freddy, Doctor, and Trickster.

  • @FFirebrandd said:

    There's so much that its hard to pick.

    But I think I have one. Every killer that's been given a rework is given a brown addon that reverts them to pre rework status. That includes but is not limited to Freddy, Doctor, and Trickster.

    Why Trickster?

    Freddy I understand, and Doctor was at least mechanically different so there'd be some novelty in going back, but Trickster was only ever directly buffed. There wasn't a rework to go back to, you'd just be playing a numerically worse version of the killer you selected.

  • I'd change the grind. Perk tiers should be eliminated, purchased DLC should immediately have their perks available to all characters, and the universal perks should be always permanently unlocked. Shrine of Secrets-purchased perks likewise should be instantly available to all characters.

  • personally gens. i wish there were more objectives to escape. that or totems since totems aren't impactful by themselves.

  • @Grigerbest said:

    I'll remove map offerings.

    100% this.

  • Realistically? Remove all information from the lobby besides the picked survivor and the item they're holding. Names, especially profile access, prestige level, get it out of here.

  • I would reward Killers for spreading out hooks with buffs, such as gen regression or temporary movement speed.

  • I'd allow survivors to teabag in the lobby.

    I can't imagine how they missed such a crucial feature for 7 years.

  • @Nirgendwohin said:

    150ms ping limit

    Ngl, I would love this, but what about lobbies where people get put into out-of-region and/or laggy servers?

    I think BHVR would have to fix their servers and matchmaking first, which I hope they realistically do soon since it's been really bad lately.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524547#Comment_3524547

    Why Trickster?

    Freddy I understand, and Doctor was at least mechanically different so there'd be some novelty in going back, but Trickster was only ever directly buffed. There wasn't a rework to go back to, you'd just be playing a numerically worse version of the killer you selected.

    Release Trickster vs Current Trickster is not nearly as cut and dried as that.

    1. Release Trickster could be packing 70 knives for the low price of a brown. That means that Release Trickster was both more forgiving and more flexible than current. Release Trickster could actually use his knives for zoning without needing to worry about running out half way through a chase.
    2. Release Trickster's laceration stacks lasted longer. That means that if you did manage to land a knife or two while zoning or looping around a tall wall structure, it'd be a lot more possible to capitalize on those hits. Again... making him more flexible than current. Especially on indoor maps where Huntress struggles.
    3. Release Trickster's Terror Radius was 24m and he had a 24-32m lullaby. This had an odd but fantastic side effect of Trickster being able to use Monitor and Abuse to create an 8m doughnut of silence between the two, making him far more stealthy than Huntress could ever be. And seeing as he didn't get a health state until he got 8 knives into somebody, I didn't have a problem with that despite him having range.

    For losing all that, he now needs one less knife to injure/down. Which is a very very powerful buff... but in my opinion, was not worth it.

    So... in short, they took a killer who was exceptional in the open or at short loops but struggled some on tall ones and made him even worse at tall loops and even more oppressive at short ones. Which makes literally zero sense to me.

    To be honest, half the reason I played release Trickster over Huntress was because loading onto Lerys, the Game, or Hawkins when that still existed, didn't make me want to instantly give up like those maps did on Huntress. But... his mini rework broke that so now I touch neither. Which is pretty sad, because I enjoyed him so much that he was either the first or second killer I P3'd under the old system and actually played enough to get to old Iri 1.

  • It's ridiculous and, in my opinion, an obvious major design flaw that there is no motivation whatsoever to actually run your chosen character's perks.

    If I built a new game in the DBD style from the ground up, the first two perk slots would be locked to picking from your character's options.

    I tend to play like this anyway.

  • @Nirgendwohin said:

    150ms ping limit

    lol just say you know nothing about how the internet works

  • @Dreamnomad said:

    I would add alternate game modes. It is utterly mind boggling to me that this hasn't been done yet. Imagine a game mode where there were 16 players in a lobby and once the game starts, one random player is given a role as a random killer. There are no hooks. Once a killer downs a survivor in this game mode they can instantly mori. Once the player is mori'd they respawn as a random killer. Would it be balanced? Not even close. But OMG it would be fun! There is infinite potential here that is going completely untapped. And for the life of me, I can't figure out why.

    I seem to remember around 6th anniversary somewhere there was a player survey and some of it definitely focussed on the possiblity of alternate game modes, but to this point nothing has come of it.

  • I'm very well aware how the internet works and there are different solution how to provide an appropriate ping to all players, even if there is no AWS location in the nearby region of the player, but since you start your sentence with "lol" i don't think you are ready to have a proper discussion on such a topic which you also substantiate by not giving the reason why you think this is not possible.

    I would also like to point out that 150 ms is the limit for various e-sport leagues for good reason. in the game valorant was a riot of players recently because some players had an average ping of 160ms.

  • If you're seriously comparing DBD to esports there's no reason trying to have anything resembling a serious conversation with you. I salute you for making your profile private so people can't even block you though.

    If you're going to seriously argue "no one who lives outside of a major city with fiber internet should be allowed to play in my casual games" then "you don't understand how the internet works" is honestly the most polite thing I could have possibly said to you and all the other options for why you'd want that go downhill from there. Take the L and move on.

  • @I_CAME said:

    I would delete the lobby and have players load directly into the match. No more shopping for easy lobbies. It'd be a lot easier for people to get adjusted to their TRUE MMR if this simple change was put into the game. I complain about a lot of things in this game but I firmly believe that bad matchmaking is the no.1 cause for most issues the game has.

    Yasssssssss and no lobbies eliminates that last second swapping bs survs can do

  • I didn't compare DBD with esports in any line. I only gave you a reference for the ping limit of 150ms. Since you don't understand this, hopefully on purpose, this further supports my thesis that you are incapable of having a meaningful discussion. Also I'm not sure what you mean by "Take the L and move on". We don't have a fight here, we have a discussion, which I would like to lead with arguments, while you constantly want to drag it on a personal level. the goal is to make the game better for everyone, not lock anyone out.

    You're putting words in my mouth that I haven't spoken. but in much of the civilized world, where the internet structure has been updated at least once in the last 20 years, it should be able to provide a ping of 150ms within the same country. maybe you can give me an example in which country such problems occur and we can talk about why this is so.

    As an example i would like to mention the player community from south africa. these players currently have to play on a server in europe. more precisely in frankfurt germany. that is about 9000 km (5600 miles) as the crow flies from south africa. due to the laws of physics alone, these players already have a ping disadvantage of 100ms. most of the players from south africa play with about 180 to 200 ms ping. which in itself is fascinating how a player from another content from a developing country can have such a low ping although the signal literally has to go halfway around the world. the easiest way to get under my suggested ping limit of 150 ms would be to give the players from south africa their own server. which is technically easy because there is an aws location in cape town south africa. let's assume that there would be no aws location. then it would still be possible to fall back to a server mediated p2p connection in order to keep the transmission paths, and thus the ping short.

  • @Hex_Maidenless said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524148#Comment_3524148

    I seem to remember around 6th anniversary somewhere there was a player survey and some of it definitely focussed on the possiblity of alternate game modes, but to this point nothing has come of it.

    I'd like to draw your attention to the following post I started in Sept 2018:

    @Dreamnomad said:

    Every other weekend, there should be an alternate game mode made available. Once the game mode has been released, it should be permanently available in custom games. There are virtually an infinite number of options available (and I'd love to hear everyone's ideas) but here are a few I've come up with:

    Specific Killer VS Specific Survivor using only their perks at rank 3. For example, The Shape vs Laurie, The Clown vs Kate, or The Pig vs Detective Tapp.

    Super Speed: Both killer and survivor have 30% increased runspeed.

    Darkest Night:The map is pitch black. Survivors all have flashlights that are permanently in the "on" position. The killer has night vision up to 15 feet.

    2 killers vs 6 suvivors

    Random 12: Both killer and survivors all have 12 random rank 3 perks.

    Back to Basics: No perks, items, or add ons.

    Casual Mode: All perks are reduced to rank 1. Items and add ons are restricted to common or uncommon. Offerings are restricted to ones that can increase bloodpoint gain.

    Fog of War: Massively reduced information available to both killers and survivors. Killers do not have a terror radius. Survivors do not make scratch marks. All auras are disabled. Killer can't see unfinished generator auras or active hex totem auras or hooked survivors. Survivors can't see slugged or hooked survivors. All perks for both killer and survivor that enable auras have the aura reading components disabled.

    Entity's Eyes: Strange wards appear throughout the map. Anyone (killer or survivor) that passes within 10 meters of a ward will have their aura revealed to everyone on the map. The wards periodically change location.

    Treasure Hunt: No generators on the map. Lots of locked chests are around the map which the killer can see as auras. Survivors must pick the lock requiring skill checks before opening. Most of the chests give survivors a bloodpoint bonus for opening. One chest per map will have a 25,000 bloodpoint bonus. Exit gates are powered after 10 minute timer and chests can't be unlocked after that timer.

    Shopping Spree: Survivors are restricted from bringing items into the match and there are no chests to loot. However, there are 2 zombie vendors that spawn in the match. As survivors and killers perform actions that earn bloodpoints, they also earn another form of currency. They can go to the zombie vendors to purchase items and add ons of their choice. Killers can purchase temporary bonus buffs such as 60 seconds 5% movement increase, 40 seconds survivors have exposed status, etc.

    Totally Random: All Perks, Items, Add Ons, and Offerings are randomly chosen. Perks are chosen from all possible perks and are at rank 3 (regardless whether the player has unlocked the perk or what rank the player's perks are currently at). Items, Add Ons, and Offerings are chosen from all possible options minus event specific offerings. These Items, Add Ons, and Offerings do not consume the player's resources. They are provided by the entity.

    Infection:8 players join a lobby. When the match starts, one is randomly selected to be a random killer with no perks or add ons. The remaining 7 are survivors with no perks or items. There are no hooks on the map, but the killer can Mori survivors in the dying state. Once a survivor is killed they will respawn as a random killer with no perks or add ons. Killers that successfully Mori a survivor earn 1,000 BP. The longer a survivor lives, the larger the bloodpoint bonus at the end.
    First Survivor Killed earns 2500 BP
    Second Survivor Killed earns 3000 BP
    Third Survivor Killed earns 5000 BP
    Fourth Survivor Killed earns 7000 BP
    Fifth Survivor Killed earns 10,000 BP
    Sixth Survivor Killed earns 15,000 BP
    Last Survivor Killed earns 20,000 BP
    Randomly Selected Killer earns 10,000 BP
    Survivors can work on generators, but it takes completion of all 7 generators to power the exit gate. Any survivors that actually escape via the exit gate earn the standard 5,000 BP. Survivors aren't realistically going to escape, nor is it really the goal. The real goal is to be the last survivor alive.

    3 Life Survivors: Survivors have 3 "lives". When the killer catches and puts them on a hook the survivor loses 1 life and is put in a ghost world for 45 seconds after losing the first life and 30 seconds after losing the second life. While the survivor is in the ghost world they can not interact with any objects other than ones that can be vaulted. The world appears black and white and the survivor can not see or touch the other players. They can, however, move at 85% normal move speed to explore the map to find the locations of generators, chests, and totems (though ghost players can not tell the difference between active and inactive totems). The survivor will also earn some bloodpoints for distance traveled in the ghost world.
    After the timer is up the survivor will appear on a random hook at least 32 meters away from the killers current location. The survivor on the hook will see the shroud indication from Insidious around them. This indicates that the killer can not see them on the hook. In fact, the hook that the survivor is on will appear broken to the killer. Other survivors can see the aura of the hooked survivor and unhook them normally at which point they are back in the game. While a survivor is hooked there is no progress meter and there is no struggle phase. Survivors can attempt to free themselves from the hook, but the baseline success chance is 0% for the first attempt and increases by 1% for each attempt after. Attempts for the survivor to free themselves will take 4 seconds. If all the survivors are either dead, in ghost world time out, or hooked then the killer wins. Survivors hooked in the basement are sent to the ghost world for an additional 30 seconds. Perk Slippery Meat is locked in this game mode (since it wouldn't really do anything).

    I've been beating this drum for a really long time. While I'm hopeful it will happen at some point, I'll believe it when I see it.

  • @Iron_Cutlass said:

    Title. If you could change on aspect of the game, what would it be?

    It can be literally anything you want, for better or worse; also dont worry about how the community will receive the change, since whatever you say will go through regardless of community reception, as per this being a hypothetical scenario.

    Also by one thing, I mean one thing. Dont put a long list of things you would want. If you want to remove a set of maps; pick a map or realm, not multiple things. If you want to buff a set of perks; pick a single perk. Etc.

    Maps

  • stunned pallet 4s

  • Hmm, looks like the thread turned from change an aspect to remove anything.

    I would like an option for each Killer to mute or change the chase music but keeping the heartbeat.

  • id change the current customization options

    make it so ur able to mix and match undershirts, shoes, backblings, accessories, etc. also being able to toggle certain aspects on/off (like makeup or dirt/blood)