Putti
Putti
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- Putti
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I would love to hide in a cardboard box as solid snake
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@ShanoaLegendaryPlz said:
Some reasons its not a good thing for survivors to be unique:
- Lisencing nightmare. They would have to bring in every license holder, rewrite their contracts and tell them they are changing everything and try to get them to each come up with a unique ability. Even the licenses they have a bad standing with.
- Lobby dodging. Survivors would dodge lobbies if anyone goes to use specific characters. Killers would dodge lobbies when bully squads can now all pick the character with the best ability for bullying killers. Lobby dodging would go through the roof and the mmr would get shredded.
- The future of perks. Theyd have to waste over 53 ideas on new abilities for every survivor when they could have been upcoming perks. And they've alredy nearly run out of unique ideas so they wouldn't be able to come up with that many all at once.
- Your favorite characters now become the exact opposite to your playstyle. Or their ability is too weak so you have no incentive to play them anymore, since everyone dodges you in lobbies as well.
- Like mentioned in above comments Targetted tunneling. Kill off the survivor with the most useful ability first like how Dwights used to be targets because they usually stuck to his perks to help people get the gens done faster.
- Survivors are alredy strong enough. Giving them extra abilities ontop of their perks would make this a 1000% survivor sided game as one of the only advantages a killer has is unique abilities, now the other 4 players get their own as well.
I think most of these are fair concerns, but they are mostly balance concerns, not reasons the idea cannot work.
Licensing could be an issue, sure. But then they could start with original survivors first, or make licensed survivor abilities more generic/minor.
Lobby dodging and tunneling would only become a huge problem if the abilities were strong enough to make one survivor an obvious target. That is why I keep saying small identity tools, not full killer powers or free meta perks.
The “53 ideas” point also depends on how big you imagine these abilities being. I am not saying every survivor needs a complex new power. Some could be very small character-themed effects or items.
And survivors being strong enough is exactly why these should not be massive buffs stacked on top of everything else. They could be minor, situational, or even come with trade-offs.
My point is not “give survivors free power.” My point is that survivors currently feel too interchangeable, and there should be room to give them more identity without breaking the game.
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@doc123 said:
also the game would be pay to win, you would need to pay the survivor with the best meta perk
That already applies to DBD.
Killers are paid characters with unique powers, and survivors have had strong perks tied to characters too.
So that is a balance issue, not a survivor identity issue.@Wezqu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4094800#Comment_4094800
You need to go count them if you don't believe me this game has 53 playable survivors no skins these are survivors with perks.
If you start adding some of them bonuses people are going to play those more because they have bonuses. You either have to add them to all or none at all as it will just make certain survivors more viable to play because in the end why you play someone who does not have a buff when you could play someone who has one.
I am not arguing about the number. 53 is fine.
My point is that “people will pick the strongest option” already applies to killers, perks, items and add-ons.
That is a balance issue, not a reason survivors cannot have more identity.
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@Wezqu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4094794#Comment_4094794
It would also add another layer to balance and even currently the game is hard to balance. There is 53 survivors trying to invent some special power for all of them would be a huge thing to add and then also get to balance. Still this could also run into a wall with the licensed characters as some licenses might not let Behavior even do these kind of changes. There has been rumors that some licenses are not the easiest to deal with even currently.
Even if we say the number is high, that does not really defeat the idea. It just means it would need to be introduced carefully.
They would not need to give every survivor a massive killer-style power overnight. It could start small, or start with original survivors first if licenses are an issue. The point is not “give all survivors game-breaking abilities.” The point is to make survivors feel less like interchangeable skins.
Balance is a fair concern, but balance being difficult is not the same as the idea being bad. Killers, perks, items, add-ons, maps, and survivor perks are already hard to balance, yet the game still uses them because they add identity and variety.
So I still think small character-themed abilities could work if they were treated as minor identity tools, not full killer powers.
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@Wezqu said:
This has been suggested many times main arguments against it is that only the strongest of them would be played and it would hurt the variety of survivors. It can also cause more tunneling as killer would take out those that they see beneficial to them to take out. Thats why perks are better as you don't know what everyone is running so killer can't decide to take out the gen jockey and ignore the chase build or at least until they chase the chase build guy.
That same logic can already be applied to killers though.
If “only the strongest would be played” was enough reason to avoid character identity, then killers should not have unique powers either. People would just pick the strongest killer, the strongest perks, the strongest add-ons, or the strongest items.
But the solution is not to remove identity. The solution is to balance it properly.
I am not saying Meg should become impossible to catch, or Claudette should heal like a med-kit factory, or Bill should literally fight the killer. I mean small, character-themed abilities or items that add personality without becoming mandatory.
The tunneling argument only really becomes a problem if the abilities are too strong or too obvious in value. That is a balance issue, not a reason to keep survivors feeling like skins with shared perks.
Killers already prove that unique character gameplay can exist. I just think survivors could use a smaller version of that same idea. -
@esarraf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086251#Comment_4086251
You've mentioned in other comments that you want them to be able to injure and down survivors. That's already broken and too strong. Either way, it's a neat idea but you need to cook it a bit more.
I think there may be a misunderstanding there.
In my original post I specifically said the support role would not be able to down or hook survivors, only assist the main killer.
Another commenter discussed a version where the support could damage survivors or help get them downed, but that was not part of my original concept.@Putti said:
I would like to suggest a mode similar to 2v8.
Instead of having two full killers, the second player takes a support role that assists the main killer.
Victor is a good example of the kind of gameplay I imagine. The support character can be temporarily defeated, help track survivors, create distractions, or apply pressure in other areas of the map.
The goal is to increase teamwork and map presence without simply doubling the number of killers. The support role would not be able to down or hook survivors, only assist the main killer. -
@esarraf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086016#Comment_4086016
There's so much wrong it'd take me like thirty minutes to type it all out and I don't have that kind of time so. First off tracking would be horrible, all that means is that the support role follows the unhooked survivor and there's nothing they can do to hide or get away, second it'd create horrible three gen scenarios after you easily tunnel out a survivor. Hence why you would need bigger maps like in 2v8 to prevent an automatic win. Being able to just have your support stand at two gens and just tell you when someone is working on it would be horrible as you protect the other one.
Distractions are pointless as seen with doctor, so what's the point?
Pressure how? Kicking gens? That sounds incredibly boring for the support player.
Utility how? Giving the killer haste or increased break speed?
This idea is so heavily undercooked, I'm sorry I know you are trying something here but this needs a lot more details because as it sounds it's either incredibly broken, encourages the worst possible gameplay, or is incredibly boring and weak to play.Those are fair concerns, but I think you're assuming the strongest possible version of the support role.
The support role would not necessarily have unlimited tracking, permanent generator monitoring, or constant information. Those would be balance questions that depend entirely on how the role is designed.
My suggestion was more about the concept of a cooperative killer mode where the second player acts as support rather than being a second full killer.
I do agree that more details would be needed before discussing the balance of specific mechanics. -
@Aven_Fallen said:
I honestly think that this sounds rather boring for the person who does the support role.
I think that depends on the player. Some people enjoy support roles more than being the main threat.
There are already players who enjoy scouting, tracking, information gathering, setting up plays, or helping teammates succeed rather than being the one securing the final hit.
The support role would probably not appeal to everyone, but neither do killers or survivors. The goal would be to offer a different way to play.@Green_Sliche said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086062#Comment_4086062
If the role involves searching for survivors, damaging them and getting them downed - it could be fun.
I'd think of a pet-like system where entity offers a different pet to a player to choose from. Each pet would have it's own strengths and weaknesses and would join another player who would play as the killer. That way we get the 2v4 mode where people can go hunt survivors together.
That's actually pretty close to what I had in mind.
I used Victor as an example because I like the idea of the support player being active in the hunt rather than just watching the killer play. Tracking survivors, creating distractions, applying pressure, scouting areas, or using unique abilities could all make the role feel engaging.
Different support characters or "pets" with different strengths and weaknesses could be an interesting way to expand on the concept. -
@esarraf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086008#Comment_4086008
Making it balanced? Sorry but this kind of idea would need custom maps, custom lobby code, and a lot of work for what amounts to a weird 2v8 thing and we all know the devs are just going to make 2v8 permanent eventually. Seriously, this idea while neat has so many issues that it'd be a waste of time.
The reason twins is more or less okay slugging aside is that the killer can only control one at a time.I can understand concerns about balancing it, but why would it need custom maps?
The support player wouldn't be a second full killer. The idea is closer to a player-controlled support role that helps with tracking, distractions, pressure, or utility while the main killer still handles downs and hooks.
That seems like a very different balancing challenge from adding another full killer to the match. -
@pidgeon said:
I mean you can do this with the twins if you swap people who play any time you go in power its pretty fun but like an idea such as this is too complicated from an design standpoint and won't happen
What part of the design do you think would be the most difficult to implement?
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@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4085748#Comment_4085748
I think i only read more into it after you didnt answer my initial question asking exactly that.. if you actually think this shouldnt be for one Side only then.. great!
I would still disagree for the other reasons i brought in that you haven’t acknowledged yet.fair enough, then we agree this isn’t about excluding survivor experience.
for the other reasons: i understand the concern about toxicity and people judging dev skill, but i don’t think that means firsthand killer experience has no value. it just means it should be done carefully.
they don’t need to balance around one stream or prove they are high-level players. the value is seeing normal match pressure, frustrations, and interactions from the killer perspective.
feedback, PTB, creators and consultants are useful, but they don’t fully replace actually experiencing the role yourself. -
@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4085738#Comment_4085738
If someone made a thread asking for more survivor testing, I wouldn't derail it with "what about killers?" This thread is about killer experience.
I can somehow understand the sentiment. I agree Derailing threads with whatboutism isnt constructive.
However, that wasnt my Intention. But It seems to me you are asking for special treatment for one side and one side only.
I am not even saying survivor side should get this. I am saying either both sides or none as otherwise this wouldnt contribute to a balanced state at all.
i think you're reading something into the suggestion that isn't there.
i'm not saying survivors shouldn't be played. i'm saying developers getting more firsthand killer experience would be beneficial.
if someone made a thread asking for more survivor experience, i wouldn't oppose that either.
the reason this thread focuses on killers is because that's the area i think is currently lacking, not because i think survivors should be excluded. -
@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4085738#Comment_4085738
the Flashlight example was a very extreme one from a different time, where other extremely busted mechanics existed for both sides. Thats not really relevant anymore.
Now it does show us now the community treats the devs for doing something like that though. We See still plenty of toxic and dismissing comments. Why would the devs do that? And are they supposed to do that during their work time? How would you argue against claims that the devs are not skilled enough and their gameplay this not representative?
this isnt feasible anymore. And it should not be necessary either - they have their consultant program, creator feedback, PTB and General feedback. They have all the needed info. They just dont act accordingly. Which is also somewhat understandable because any significant change will bring out the crying crowd that only want to see stuff for their own side instead of seeing the bigger picture with both sides.the flashlight example isn't important because of the flashlight mechanic itself.
it's important because it showed that firsthand experience can reveal things that feedback and statistics alone don't always communicate.
as for PTB, creators and consultants, those are useful, but they aren't substitutes for firsthand experience. developers can read thousands of comments about a killer interaction and still learn something different by experiencing it themselves.
i'm also not suggesting they balance around their own matches. i'm suggesting they occasionally experience the game from the killer perspective the same way players do. -
@esarraf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4085735#Comment_4085735
I'm not trying to address your suggestion because yeah the devs should play their game publicly, I'm pointing out the very basic fact that the game devs design things to be easy for killers and the idea that the devs only play survivor is ridiculous. If they did then they would have actually balanced the game instead of as shown, rigging it to favor killers.
then it sounds like we agree on the suggestion.
my thread was about developers getting more public killer experience, and you've already said they should play their game publicly.
whether the game currently favors killers or survivors is a separate balance discussion.
the point of this thread is simply that firsthand killer experience has value, which is exactly what the flashlight example demonstrated.
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@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4085728#Comment_4085728
Your example just shows that they did play killer and changed something because of that? When has that ever happened for survivor Side like this? Any more recent example would be great..
And my point is, this shouldnt be for one side only - it should be a topic about Balance and not just killer nor survivor only..
The flashlight example proves the value of firsthand killer experience, which is exactly why I'm suggesting more of it.
If someone made a thread asking for more survivor testing, I wouldn't derail it with "what about killers?" This thread is about killer experience. -
@esarraf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4085728#Comment_4085728
Yeah, you know the devs famously say they want a 60% escape rate, all hits are determined by the survivors ping, they reworked the nurse years ago to make her fair and balanced, and they 100% pushed through the anti-tunnel and anti-slug features they promised for years. They totally have not fundamentally rigged the game to favor and handhold killers.
Even if I accepted everything you just said, it doesn't address my suggestion.
My point is that developers should spend more time playing killer publicly so they can experience the game from that perspective.
Do you disagree with that, or are we arguing about balance instead? -
@Mooks said:
would you also agree with them playing survivor and if they struggle there then balance the game accordingly? Why only limit your suggestion to one side of the game?
They are playing survivors and that shows how they balance the game.
Example is that they nerfed insta flashlights as soon the dev played killer on live and got bullied by 4 flashlights that could blind you instantly.
The point of this suggestion is that developers should also get more firsthand killer experience.
This thread is about killers, not survivors.
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This comes from a killer main.
I do hope you are not serious with instakill hooks cause this seems like an troll suggestion.
Why not ask for free mori each time you down survivors so it will save you the effort of competition carrying players to the hooks
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1. It wouldnt balance the game well if you have advantage using mouse and keyboard in a game for people using handheld controls .
Its litterly named console and not keyboard.
2.
What you need is a pc.
It got the features you want for a console.
3. You gotta learn to navigate with the sticks if its your choice of gaming platform.
The devs are not responsible if you are good or bad with it
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@Kumakx said:
Yo, if they are standing in gates like that, tea bagging and stuff, stand up, get off your PC, go grab a glass of water, strech a little, use the restroom. Waste their time in return.
Also, from survivor POV, i noticed that they tend to wait to see if randoms are safe, if not (randoms getting hooked) they go back in the game. So if 2 survivors wait in one gate to see if other 2 are safe and other 2 do the same thing in other gate, there is nothing toxic about it. Just pure altruism combined with a bit of cowardness.
And least but not least, survivors tend to stay there to:
- Get some distraction points, protection hits, etc.
- give killer some brutality points.
They are not always there with villainous intends.
But from killer point of view in 7/10 rounds when gates are open, they camp to last bar before they exit no matter if you are the other side of the map.
They just drag the match out until last sec or if killer arrive.
We are talking about an hex that require you to cleanse dull totems and shouldnt be stronger than exposed hexes since you need to wait at exit for long time and can go for 2nd exit if totem is not already removed
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@Orion said:
This will just make survivors stand 9 meters away. It also seems like a better version of Bloodwarden and would be unreasonably deadly when combined with it.
Its reasonably deadly when people want to sit in exit and wait for the killer, doesnt it
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You can kill them with pallets, outrun it by walking while tapping on your phone, or hide in a locker, giiving them memory losses instantly.
If you can kill zombies silently at their spots, they would have to boost zombies to even that out.
Trust me, even me as a killer main dont want those dead rats boosted just so you can murder them with less effort
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Dont be mistaken.
I am a killer main and i love nemesis since old resident evil games.
When i say, nemesis and zombies dont need any buffs at all, it means they are perfect as they are right now.
If they ever added a 3rd zombie, it would be an ultra rare add on worth.
But nemesis is fine without.
However, they should tune up the zombie AI and stop them from getting stuck
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@glitchboi said:
Prepare for the hate train.
"FNAF is a kids game guys it shouldn't be added!" It really isn't.
"FNAF is cringe!" We're not in 2015.
I suppose I respect others' opinions if they dislike FNAF, as long as they don't dislike it because it makes them look cool.
Anyways this is kinda cool. I'm assuming The Bite works like The Third Seal?
Yes, I was thinking it would be like the hex but a weaker version. Maybe it should be just 30 sec effect
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In honesty its konda true that the noise is scary cause its so loud.
Its part of jumpscaring in general..
But i think it would be awesone to have such a change around lockers where you cant see outside the lockers facing springtrap
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I agree.
The scary part of entire fnaf is exactly that they dont move until its too late for you.
What make me curious is what behavour foxy will have since he is one of the four that sprints when seen.
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@indieeden7 said:
The entire point of the ability is to stall, it isn't supposed to help you get a guaranteed kill. Also, if you're using the power to tunnel, you're using it incorrectly, chasing a person with a trap means that you aren't allowing that survivor to stall the game while everyone else is on gens.
But again, the stalling aint really that strong when all gens are activated or if you look away from that survivor.
She is the only killer with an ability that gives no effect at that and serves better if i tunel them. Unlike ignoring them
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It would be a nice tradeoff if twins had coop action if player being victor would lose the ability to harm the survivor
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In a way it would be a little cool thought.
However i belive they will stick to Nemesis exclusively cause zombies is his thing.
Maybe an addon for him would be more fitting