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Suggestions to Improve Player Experience and DBD
Introduction
Greetings, I would like to share my suggestions to improve an individual’s player experience and Dead by Daylight as a whole. The changes listed are numerous, but have been written in a concise manner. That being said, much of this post’s length comes from explaining the thought process behind each change.
Do please read everything in its entirety before providing feedback or criticisms, and thank you for your time.
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Adjusted Blood Point Events
(Some Blood Point Events do not have a substantial meriting it’s time. Or are disproportionately rewarded. These changes intend to correct that.)
- Struggle: 15 to 20 BP/s
- Hook Rescue: 1000 to 500 BP
- Safe Hook Rescue: 500 to 1000 BP
New Survivor Blood Point Events
(There are multiple actions in Dead by Daylight that contribute survivors escaping, but are not rewarded. These changes intend to correct that.)
- Recoup: Recovering from Dying State: 15 BP/s (Survival)
- Advocate: Chased while a generator is being repaired: 5 BP/s per generator (Objective)
- Martyr: Being on hook while a generator is being repaired: 15 BP/s per generator (Survival)
- Tortured: Being hooked in succession: 500 BP, and then 1000 BP if hooked in succession twice (Altruism)
New Killer Blood Point Events
(The killer’s role is as the name implies, to kill. However, there have been many changes to Dead by Daylight, such as emblem requirements, that reward killers for playing in a way that actively interacts with all survivors and lengthens the game.
These are additional changes in support of that, as well as rewarding killers for not hunting down a single survivor to quickly remove them from the game.)
- Locomote: After hitting a survivor, hit a different survivor: 500 BP (Hunter)
- Forbearing: Hooking a different survivor than your previous hook: 700 BP (Sacrifice)
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Closing Solo-Survive With Friends Communication Gap
(Some feel SWF should be nerfed. Some feel that solos should be buffed. However, considering the futility and challenges involved in nerfing SWF, plus the fact that changes have already been made to reduce the com gap.
Then it makes much more sense to buff solo survivor coms in order to create a better foundation to balance Dead by Daylight, as well as reduce frustration.)
- A survivor’s aura in Dying State grows brighter the more they recover
- Player icon glows red during a chase
- The name of killer becomes visible to all survivors after someone has entered a chase with them
- Survivors within 24 meters of a hooked survivor have their aura revealed to all other survivors
- When hooked, a survivor’s player icon will glow red if the killer is both within 36 meters and in line of sight
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Bloodweb
(Offerings serve little purpose in Dead by Daylight. Either creating an artificial grind via filler e.g. low rarity Blood Point offerings. Or creating unnecessary gameplay variance e.g. Hook and Shroud offerings. Or in some cases, creating large power swings making balance more challenging e.g. Mori offerings. Offerings provide little else other than a grind and an obstacle to balance, and should in large part be removed.
Additionally, lower tier Add-ons would receive a much larger chance of appearing in the Bloodweb, as to not change how often things like Bloody Party Streamers or items show up.)
- Remove Hook, Mist, Shroud, Ward, Map, Luck, Chest, Splinter, Mori, and personal Blood Point offerings
- Remaining offerings are Bound Envelope, Bloody Party Streamer, and Event offerings
- Significantly increase likelihood of Common, Uncommon, and Rare Add-ons appearing in the Bloodweb
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Moris
(Being removed from the Bloodweb via offerings, Moris are now integrated into a killer’s base kit. As such, there are now more demanding conditions to trigger them.)
- You can Mori the last survivor, if they are in Dying State
- During End Game Collapse, you can Mori any survivor that has been hooked twice, if they are in Dying State
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Miscellaneous Changes
(Struggling is vital to giving teammates time to work on generators or reach the hooked survivors to rescue them. However, the button mash to Struggle is unnecessary and provides players with a means to grief their team by choosing not to.
Also due to the previous removal of Chest offerings, the total Chests on the map are being increased.)
- Struggling is automatic and can not be ended early by the player
- Increase total Chests from 3 to 8
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Quality of Life
(Character names should be provided at the end game scoreboard to assist players in reporting the correct teammate.
Additionally, the Blood Point cap is raised in order to hold enough to fully level a character to 50, while also avoiding the need to constantly spend Blood Points when you don’t want to.)
- Character names appear on Scoreboard
- Increase Blood Point cap from 1 million to 5 million
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Closing Remarks
If you’ve made it to the end of this post, then I want to thank you again, as I appreciate your time and hope you’ll share your thoughts below.
Comments
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I like everything but the Offerings the only ones that need to be reworked are shrouds and rework luck
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I’m glad to hear it. And care to share why you feel that way about Offerings?
Edit: @nickofford
Post edited by ModernFable on0 -
I definitely agree with most of this. Especially with showing character names so you can properly report, and automatic struggle. I can't tell you how many times I accidentally died while struggling because my finger slipped from the controller or one of my dogs or cats bumped me. No mercy to recover from it
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There’s definitely no leniency on struggle, which is a shame since it’s so important and mostly just irritating.
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Ok I must admit..I love the mori idea..it adds more fear to the egc AND brings the trial to a more dramatic finish ..but..if moris go keys should as well
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It also provides incentive to Behavior to create new Mori animations.
Since Moris would become more common and less frustrating, it would in turn make them more of a spectacle than an occasional means of ending the game as quickly as possible.
I don’t care too much whether Keys stay or go, but why do you want them gone?
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Where is the removal of keys and toolboxes (both allow quicker objective completion) also, where are more killer BP increase, no buff to killers but huge information buff to survivors.
All of this seems to heavily favorite survivors more then killers. Because of this, I doubt this any of these changes (including being rewarded for struggling on hook. <Imagine if a killer received 500bps for every generation completed>) are good simply because they favor one side over the other.
Tl;Dr these changes aren't good because they favor one side over the other.
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Simply put it this way..moris punish killers after helping them win faster, keys reward survivors after they fail
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I’d first like to note that I have far more suggestions than what’s listed here, both for survivor and killer. I compromised on what I wrote for the sake of keeping a shorter post, so people may actually read it.
Moving on however, the majority of the suggestions I have listed here generally affect either Blood Points or survivors and killers. And the Blood Point changes are intended to round out lopsided BP categories, which is why there weren’t many killer ones.
But to focus on the problem that you’re having with the one sidedness of these changes, again consider that this is not a complete list.
The idea of the balance changes (regarding Solo survivors) is to create a stronger foundation for balance. If SWF and Solos are have nearly all the same information, then killers can then be buffed in kind.
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simple, remove face camping. literally the bane of everyones “no fun”
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Well I know that much about Keys, but I would like to ask you then. Would you be in favor of removing No One Escapes Death as well? Since it fits the same description.
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Not unless adrenaline goes too..plus noed can be prevented..keys never are not a threat until the game closes..especially now that detectives hunch kills hexes
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So then I would be correct in understanding that your problem with Keys is that they can’t be stopped? Correct?
In that case, rather than remove them, how about reintroducing the Hatch Grab?
During the End Game Collapse (triggered by a Hatch Shut) a survivor has a few options. Door 1, door 2, or use a Key on the Hatch.
Similarly the killer has a few options as well. Door 1, door 2, or wait it out.
Bringing back the Hatch Grab wouldn’t remove any of these options, but would instead provide a simple counter to Keys.
And because the End Game Collapse is still occurring, there would be no standoffs and the game would still end just as quickly.
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While I can definitely agree that many players find face camping not fun.
I definitely wouldn’t say it’s something that can just be “removed”. There are changes that could be implemented to discourage it, or encourage different behavior, but you can’t quite just “remove” it.
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Well the issue with that is keys would re introduce hatch standoffs
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I addressed at the end of my reply that there wouldn’t be a standoff anymore, at least not in the same form.
Previously it was a match of playing chicken, since there was an unlimited amount of time.
In this case, a End Game Collapse (by a Hatch Shut) there’s a very real timer. So the game will end very soon. The Hatch stays an option of escape for the survivor and becomes a new option of defense for the killer.
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Ppl will just disconnect at the end
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Hmm..still doesn't seem like a fair trade..especially since it can still result in 2-3 escapes before the gens are even done
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And hopefully they'll get punished upon doing so
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Good suggestions ModernFable, I hope at least some of them will be implemented.
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Something else would have to be done to address Keys before End Game Collapse.
Perhaps it wouldn’t be instantaneous? Takes about as much as a door, but also gives the killer a notification.
There’s a lot that can be done, and they’re not so oppressive that they need to be outright removed without any balance attempts.
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Well the same can be said on moris
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Yeah. Like what I’ve suggested here.
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That’s a separate problem of properly punishing disconnects.
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I doubt anytime soon, but my very first post on these forums had some things addressed (not the more radical changes), so maybe.
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So I wanted to suggest a killer .... it would be really rad if you guys could add "HARRY WARDEN " from the movie "My Bloody Valentine " I think it would make a rad ass killer !
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