AggressiveFTW
AggressiveFTW
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@Tyler3 said:
YES! I've been wanting DBD to implement features like this for so long! Natural/Environmental hazards would add such a fun dynamic to the game. Instead of regular old chase, which is run to a loop, do some circles etc, both the killer and survivor would have to watch out for the aforementioned quicksand or poison plants, meaning players would have to be much more attentive during chases. Players could even use these hazards to their advantage, attempting to make the killer run into them to slow them down.
One idea I had before was on forest maps such as Mother's Dwelling, trees could suddenly fall down, effectively creating an obstacle or a new loop. On town maps, like Haddonfield, towards the end of the match, parts of houses could collapse, creating new routes and destroying old ones.
Another feature I would absolutely LOVE would be random weather events and day/night map variations (or even a day/night cycle). For example, on the majority of maps, a clear sky could suddenly become dark and cloudy and then begin to rain heavily. A thick fog could then also roll in, obstructing all players' vision greatly. On sandy/desert maps (which we could do with more of), sandstorms could engulf the map, also greatly obstructing players' vision and maybe even giving a hindered penalty. And on snowy maps (which we REALLY need more of), blizzards could blow in, also obstructing vision and applying a movement penalty effect.
The only map I can think of that has dabbled with these hazard ideas is the Nostromo with the pipe systems, which, when active, slow down any player that walks through them.
Unfortunately, as much as I love all these ideas, posts like these never seem to get much attention and people just don't seem interested for some reason. :c
The devs has ruined the fundamentals of this game. I would LOVE all of the suggestions listed here. But too many things in this game can make these things too good for one side. They have made it so one little change can totally change things.
Just the fact that there are groups of people that complain about the pipe system in Nostromo is very telling on how the balance in this game is. You can't have these fun things because the game is way too competitive. Wish we could press the rewind button.
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@Toystory3Monkey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3767745#Comment_3767745
i thought this gamemode is about fun and not winning.
either way, 2v1ing people is certainly viable whenever 2 killers wind up on the same side of the map before splitting again. you can get multiple 2v1s and then proceed to just stomping people with overpowered abilities.
You thought this gamemode was about having fun and not winning? People will try to win if they want to. The game has never been as sweaty as it is now.
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@Toystory3Monkey said:
"about chases"
what chases, friend? the ones where killers 2 tap survivors with knight gameplay 2.0 with zero counterplay or overwhelm them with ovebuffed powers with 5 addons, that kind of chases?
That tactic isn't even viable in higher levels. Eventually, people will not continue to do it in most situations.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3767583#Comment_3767583
I have to admit I was initially really confused why they took Billy's instadown, but in practice, he's still actually good.
He has the best mobility out of all of the available killers, which matters a lot more with the increased size of the maps. He has a LOT more curve potential, which lets him get easier hits. He also has the ability to quickly chew through pallets.
His team skill has some potential for well coordinated teams.
I think it'd be too much if he had his instadown in this mode. Maybe give him Deep Wound on chainsaw hits instead (when he hits a healthy survivor).
That tactic won't be effective at all in higher levels. The survivors will constantly run over the killers if they decide to always do that.
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BHVR, b i g h e a l t h p a t c h n e e d e d, n o w.
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No. Just buff weaker perks. Tired of nerfing the meta, just make other perks also viable so we get a broader meta.
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Like and reply farming at its finest
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@drsoontm said:
You need to give some context or point to a post that explains what you are talking about.
Everybody else seemed to understand tho? 🤔 Might just be a you problem ngl.
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@VomitMommy said:
I was worried it's another "show my aura to others", but I am fine with this one.
Why should we not have that? SWF already have that information, and this perk could actually be used in solo q to help teammates if you changed it like that.
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I think browsing by perk categories would be a fun idea. Some might not like it, so just add it as an option or something. But maybe like obsession perks, hex perks, boon perks, item perks, etc..
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About Chaos Shuffle: A good QOL change would be to allow a free choice to ban one perk from their personal loadout. Many complained about often getting No Mither and other unfun perks.
About 2v8: At least make the normal gameplay more balanced before trying to make 2v8 balanced.
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I genuinely wonder if the devs purposefully ruin random Killers just because they had a boring work day. The history keeps repeating itself. Kind of incredible actually.
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@Krazzik said:
I believe they should remove self-unhooking. Only allow it if you have Deli activated. Unfortunately I doubt BHVR would ever remove it simply because it's been a part of the game for so long.
If the devs wants to get rid of tunneling and all these unhealthy and unfun things, we can't still have the 4% in the game. Why should there be a tiny chance the Killer can be screwed for literally no reason? This is a thing that maybe worked in the past, I don't know. But the game has changed so much over the years and stuff like this should no longer exist.
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@danielmaster87 said:
They can't control the behavior of players per se. Look at how much they've done to discourage tunneling, and we still do it. Reason being, it's not worth it to play otherwise. But the survivors who rage quit over every little thing are just entitled, and so we can't do anything except hope they leave the game so our matches can quit getting ruined.
The best thing you can do to make tunneling less attractive is to add incentives to play by hooks. Base slowdown in some form when hooking unique Survivors, increasing its effect for every unique Survivor. Add score events when playing by hooks, awarding with bp.
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@Peanits said:
I can confirm that this was not removed intentionally. There is a bug which causes Endurance to not always activate correctly. We have a confirmed fix on the way in the next update.
Do you not have play testers before it hits live? Why do you give green light for updates this buggy? Why not post pone?
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@HexHuntressThighs said:
New knight feels great honestly. I never played him in that lame af “drop a gaurd at loop” play style so the changes he got actually helped an immense amount. Especially being able to cycle guards.
Permanent stealth Knight is definitely my favorite
All of those changes doesn't even make him better at this point. The cooldown of using power is way too long. I'm basically an M1 Killer half the games. Ridiculous.
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I don't agree with most of these types of threads, but this one I totally do. I'm basically an M1 for an eternity after using my power.
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Why are you so weak that you gotta bring items to matches?
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I think you made the wrong stop my friend, this isn't Reddit.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760344#Comment_3760344
i think gen perks have a place in the game for killer to counter generator stacking progression perks but killer shouldn't feel like they need said perks to be relevant.
I understand where you're coming from. But reducing gen progress perks will always be the number one choice, no matter what they change in the game. I would prefer them just reworking them, so we can get rid of this boring endless meta once and for all. Also, if they decide to actually buff base kit gen defending, these perks can be problematic to still have in the game with those changes. Meaning it could potentially become too oppressive.
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@Devil_hit11 said:
stack gen-blocking perks and tunnel early. corrupt intervention, deadlock, grim embrace, pain res.
their gen changes to the perk just forces killer to tunnel every game because they do not get rewarded enough on pain res, pop goes weasel and grim embrace. killer base-kit for regression/game-delay is crap. a problem that has existed for long time.
I long for the day the regression perks are no longer needed and are reworked to something different. In the perfect of worlds, the only gen perks we need are Trail of Torment and other perks like that. Gen perks that actually impact the game in a fun game. Rather than running gen perks just as an attempt to fix core-game issues by doing band-aid fixes.
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@HexHuntressThighs said:
IAE shouldn’t have a cooldown at all. It’s an aura read on a single person up to 48 meters away. Meanwhile Gearhead, BBQ, Lethal, Floods, Darkness and so on are all multiple survivors at once. Also I’ve had too many times where I’m chasing a survivor and another one 20 meters away fast vaults and steals the aura read.
Why should we have a perk that lets us be brain dead in a constant way? It needs to have a cooldown to not make it basically have brain dead usage on ranged killers especially.
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759647#Comment_3759647
Which is why I said they need to look at totem spawns again
Just changing totem spawns will not fix the issue. There needs to be some sort of definite reliability.
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/420082/a-possible-buffer-for-hex-perks
How about they combine the gen blocking and totem blocking effects both to Corrupt Intervention, and adjust the duration as need be? Often the totem spawns are unfortunate for the killer, and that should be looked at too.
Stop encouraging the devs to keep band-aid fixing core problems with perks.
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I would love to play him but he's too clunky for my liking. I wish it felt smoother to use the power.
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Satan? 😨
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I don't like these complicated attempts at fixing this issue that are long lists of things. Just remove self-unhook. There should not be RNG in the game in this form, it's just unhealthy for many different reasons. You being able to kobe should only be with the help of perks like Deliverance. Reducing the gap between SWF and Solo Q would help a long way.
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If it was so important for them to update it, why didn't they make a thread asking us what QOL updates we want with it and give us different prototypes and let us choose which is the best. Instead they just decided to go with their version. I also don't know why a team of UI designers would think it's a good idea to try to make the PC version look more like the mobile?
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At this point I don't even know why they let us give them feedback. What's the point anymore? They obviously want their game to go in a different direction than their fans.
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What's the point of us leaving feedback if they won't listen in the end? So many people said they wanted the same things as the others have mentioned for Knight. Call to Arms basekit is one of them and keeping the bug.
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I'm just going to add in something, no matter which Undetectable it is, Wraith or Sadako, add-ons or whatever, Undetectable should not scare crows.
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@AggressiveFTW said:
(Some of the things written here are written in a way as if it's already been implemented. That's just because I thought it was easier to write it that way.)
New mechanic: Capped Limits
- You now have a maximum value regarding how fast actions can be finished as Survivor and also as to what degree you can defend generators as Killer. The affected type of actions are generators and healing. If Capped Limits is active and preventing something, an icon on the hud would be visible to the affected Survivors.
Why?: To prevent overly powerful and unfair things happening. It can be with the use of certain items, add-ons or perks. Combinations also. I don't know which exact numbers are balanced, the devs has to come up with that themselves.
Generators:
- How fast a generator can be repaired
- How long a generator can be blocked
- How fast a generator can regress
- How much damage can be done in a single regression event
Healing:
- How fast a heal can be finished
Why?: Fast healing can obviously be too oppressive, especially for Killers that's slow and don't have as good of a chance to interrupt a heal. For abuse reasons also, there should be a limit to not make healing too fast, to not make basic attacks and leaving the survivor a completely worthless decision. Autodidact would be an exception I guess. I felt like I had to say something here, the generator ones are pretty obvious why I think?
Other QOL changes
- You now see a score event showing up when successfully stopping regression.
Why?: Because it directly rewards you for saving your objective. It could also benefit beginners to see the message, letting them know they stopped a regressing generator and a simple way of teaching them what stopping regression mean.
- Merciless Storm type of skill checks now appear until you successfully stop regression. If you miss, no explosion will be made, but a loud noise notification will show up for the Killer. The progress bar resets to its original regression progress and will not stop regressing until you have stopped regression.
Why?: Because it makes stopping regression not as thoughtless if the Killer is very close. It gives stopping regression more of a thinking and intense experience. Having no explosion and just a loud noise notification is also beneficial to the average beginner. Because it's not overkill but it still makes them feel the importance of learning how to hit those skill checks. It makes generators a little more interesting also and not as boring. In addition to this, it could be cool if BHVR added a specific training ground where you could practice hitting skill checks.
- You now get the opportunity to hit the skill check when leaving a generator or a healing action, the same way Overcharge works, but if you miss the skill check, the generator starts regressing.
Why?: It makes no sense to have something where RNG decides if it wants to sabotage your action in a way like this. It's also just a logically good and simple QOL change. This is a thing the devs want to do, but they said it's not on the roadmap at this point. I thought this was a really simple thing to implement but I guess not?
- There's now an increased generator kick damage and increased regression speed.
Why?: 5% is barely worth to kick without perks and the regression speed doesn't make it any better either. So I think both buffing the kick damage and increasing regression speed is a good move. I think doubling the kicking damage to 10% would be solid. I don't know what the regression speed should be, that's a little more complicated I feel like.
Last thing I want to say is that pretty much all boring gen perks that exists solely for the purpose of defending gens by giving more damage to the gens, should all be reworked to do something else. It's time for that era to disappear and we'll be able to use more fun loadouts in the higher levels.
I made a thread about QOL changes to make generators and healing more fair. These changes could also help reduce the gap between SWF and Solo.
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757618#Comment_3757618
Well, that's super easy to get against lot of killers. You think Hag is ever going to 4k? That would be impossible against healthy survivor.
Minute chase is not really difficult to get against most killers if you are healthy.
But if you increase it, then the survivor is not going to escape against chase oriented killers.
That is just going to make it a mess and always terrible for one side.
I just like the concept of it. I wish the devs would intensify testing things with the help of PTBs, they only test when it's a new chapter or a mid-chapter.
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757598#Comment_3757598
I would guess you mean if you last X seconds you escape?
Issue is that you would have killers near impossible to win against and some super easy...
It could be like a minute or so, nothing crazy.
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@Laluzi said:
I like this idea and support it, killers shouldn't be punished for unavoidable RNG, but I don't think it would change very much. I imagine most people who slug for the 4k are either doing it because they don't feel satisfied with anything less than a 4k by their own win conditions, bloodpoints immaterial, or - less commonly but more importantly - because they have a challenge or achievement that demands a 4k. Especially when it's a complicated one like Rightful Owner or Six Feet Under or Evil Incarnate where 'just try again next match' isn't really an option.
This would be a step towards disincentivizing slugging for the 4k, but I'm less confident that bloodpoints are the presiding factor in why people do it.
They should rework the hatch mechanic entirely. Removing the hatch and instead making it like a fun last 1v1. Maybe in a different world or something? Like the ultimate test or whatever lol
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@Laluzi said:
Your reasoning? I run Corrupt on certain killers (Trapper, Hag, Plague), but for the most part I don't feel it's necessary to win games or have strong starts. If gen speeds are a problem, nerf toolboxes - that's something that won't hurt lower level survivors disproportionately, which basekit Corrupt would.
I don't agree on making Corrupt basekit, but it would be interesting having to collect parts before being able to repair. With the compensation of reducing gen speeds I guess. No one likes holding a single button for such a long time. I made a thread about how to reduce unfair and too powerful combos, it never got a reply but I'd appreciate if you would share your thoughts.
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I just made a pretty long thread and I don't have the brain to think about more balance. But I for sure want more items to defend yourself in chases.
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@SkeletonDance said:
Honestly muting survivors screams on hook isn't bad idea
I always tab out of the game right before getting hooked to avoid hearing it lmao
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@Shroompy said:
No
Moving away from the gen regression meta is the healthiest thing to do, since Im pretty positive no one likes to feel obligated to run them, and certainly no one likes to go against a full build of them.
In the perfect of worlds all perks affecting regression with the purpose of doing more damage than normal, should get reworked to do something different. The only gen perks we should have are the ones that actually impact gameplay in a more interesting way. Those would be: Tinkerer, Huntress Lullaby, Discordance, Surge (contradicting yes but gameplay changes in a more interesting way allowing for more chases faster), Trail of Torment, Oppression (also contradicting yes but the concept is more interesting than Call of Brine, Pain Res, Ruin and Pop for example), Dragon's Grip, Merciless Storm, Machine Learning, Nowhere to Hide and Unforeseen. The rest should do something else (in the perfect of worlds).
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@SkeletonDance said:
I don't know, it can make easier for killers to tunnel, but honestly without it they can still tunnel, so maybe?
There has been times where I've accidentally tunneled just because of it not being visible. I do agree with you that if a Killer wants to tunnel, they will regardless of it being visible or not. I can't help but only see this QOL improvement as something positive. I think many can relate to accidentally tunneling due to the non visibility.
I think this change would be good if we want the direction for this game to go in the hook incentivise and a healthier state.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756040#Comment_3756040
Oh you think the Lawnmower has something to do with grass? Silly you this must be your first rodeo
He's just another anti loop killer
Noooooooooo
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756027#Comment_3756027
Yeah I never said its fun, but unfortunately its one of the best way to play him.
To actually respond to the OP tho, its because theyre teasing the upcoming killer: The Lawnmower
But how would The Lawnmower grow its power when there's barely any grass to cut?
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@C3Tooth said:
I will never forgive the Devs
Not just for balance reasons, the maps lost feeling, some maps feels like you play on the moon lmao
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@Yatol said:
stickers that survivors can use to communicate with each other.
To spray on a wall you mean? If so, that would probably be the clunkiest solution attempt to solo q communication lmao
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@Blueberry said:
Quick and quiet, dance with me, pebble, red herring ect. Essentially take all the “fun” perks and just make them better so that they’re actually decent as well.
Dying Light, Thana, hex perk rework, improve a bunch of the bad chase perks.
I didn't really expect anyone to bring up Quick and Quiet. What changes do you want?
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@Spirit_IsTheBest said:
Skill checks being coded like Overcharge so when if you get a skillcheck, it won't explode the second you get off the generator, you still will have to complete it instead even when off of it. So no more exploding generators the moment I get off of one.
They said in the AMA that it's something they want to do but it's not on the roadmap, like what?? They already have the code for it and it's probably super simple to implement. They could just put that in a bugfix patch or something lol..
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Some of the things mentioned here I'm kinda baffled isn't already in the game..
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They should also make it so it's visible for all the teammates if a player can successfully unhook themselves.
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Dynamic weather if the game would be more optimized.
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@Yharwick said:
I mean Cenobite doesn't really have mobility but is still good because his 4v1 pressure is insane against soloQ teams. I think that's the real issue is very few killers have actual good 4v1 and we need more killers that can bother multiple survivors at once.
For sure. If we take Knight as an example. I think it would be good if the devs decide to keep the guard bug from the PTB. BUT, the 1st guard doesn't disappear and you just make it so the 2nd guard can't chase the same survivor. Basically, you can use the 2nd guard to pressure a different survivor while in a chase.
I've always wanted multitasking to be apart of Knight's kit, because this is a case where it would make sense to have it like that. It wouldn't be too weak or too strong, I think it would be a good change.