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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.

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