A total overhaul of Dead By Daylight.
Some times a game can be greatly improved with a total overhaul of it's systems, look at games like warframe and to a much lesser point depth. So with this update to many of my past ideas in this one mega post, I hope to get people talking and thinking about ways this can be done in dead by daylight. I believe I got a good balance around these few ideas. I'm open to improve these ideas or hear out others. So with no more waiting
Survivor changes
Recover bar has 10 sections, for every section recovered while in the dying state your wiggle while on the killer’s shoulder is 1% more effective, to a max of 9%
Dodge action. Every survivor now has three tally marks on their hud to show the number of dodge actions they can take, dodge actions are used to allow them to dodge a killer’s attack. There is a small cooldown between each dodge, each tally mark takes 20 seconds to come off of cooldown and will not cooldown while sprinting (Sprint Burst, Lithe, Balanced Landing, and Dead Hard have been reworked to fit this new system.)
*While exhausted you can not use the dodge action
Altruistic healing speeds have been increased by 25%
Co-op Repair speeds have been increased by 10%
New objective: Trinkets
As a means to keep the survivor’s feeling hopeful the entity has placed items that the survivors are fond of around his realm, allowing him to feed off of them longer. These Trinkets remind the survivors of where they come from and call to them with a soft hum.
+Trinkets can be tracked by default by maps
New hud feature: Survivor Trinket Counter
*These little Trinkets will be scattered and hidden across all maps 16 in total and can be picked up by survivors to increase their score. Adjusting the emblem system to require 1 trinket to safety pip, 2 trinkets to single pip, and 3 to double pip
New objective: Code papers, Generators will start the map locked with a number lock and can be unlocked by finding code papers hidden in chests, at each exit gate, and in the basement. Taking a m1 action to pick it up, unless it is from a chest which is automatically picked up in addition with the item in the chest.
New hud feature: Code Paper counter
A survivor can hold up to 3 separate code papers
Killer Changes
Hex Repair: All hex perks will now be given a number 1 through 4, when a totem gets destroyed a killer can walk up to a dull totem and hit the button to start an action to place the corresponding hex to the dull totem keeping all it’s tokens if it had any. The killer can now see all totems on the map at all times.
The animation time to pick up a dying survivor has been reduced to 2.5seconds, flashlight and pallet stuns can affect you in this animation.
A pallet that stuns the killer will now be broken on contact with the killer.
New Optional objective: Hope Crusher counter for killer, if the killer stumbles across one of these trinkets, he does not get the hum, he can spend a quick action to break them and gain a bonus to his score in the the Malicious and Gatekeeper Emblems.
Gameplay Changes
The number of pallets in each map is now reduced by 40%
Generators will have 6 segments in their progress bar, and will auto degrade at the rate of 0.5 percent to the last mile stone passed, a damaged generator will degrade past milestones.
A damage generator will now degrade at a rate of 1%+ an initial loss of progress of (X)(Where X is the number of remaining Survivors times 1.5. So this means when a gen is kicked it will lose 6% progress with 4 survivors left, 3% with 2 survivors, Etc.
+killers can now kick a gen that is being worked on by survivors
Generators will have four segments in their progress bar, and will auto degrade at the rate of 0.2 percent to the last mile stone passed, a damaged generator will degrade past milestones.
A damage generator will now degrade at a rate of 1%+ an initial loss of progress of (X)(Where X is the number of remaining Survivors. So this means when a gen is kicked it will lose 4% progress with 4 survivors left, 3% with 3 survivors, Etc.
+killers can now kick a gen that is being worked on by survivors
Generator Locks and Code Paper:
A Survivor can only have 3 Code Paper at a time. These Code Paper can be found in any map at the basement and at each exit gate with a respawn timer of 30 seconds, also passcodes can be found in addition to the item in any chest. It takes a use action to pick up a Code paper or automatically picked up from a searched chest and takes 3 seconds to unlock a Generators, which makes sound similar to searching in a chest. If stopped or interrupted the progress of unlocking a Gen will stay where it was left.
+Adding Functionality to Keys allowing any key at the cost of 10% of it’s durability to unlock any gen with or without a code paper
*Unlocking a gen is worth 1/7th of finishing a gen for Blood Points and Light Bringer points
*If the hatch is closed; Hatches and Code boxes will have their aura's revealed to the last survivor and killer, three code papers will allow the survivor to open a closed hatch with a action time of 9 seconds.
*Add a second closed hatch to the game that will always spawn in the basement when hatched is closed. This hatch can only be opened with 3 code papers or a key
*When the hatch is closed all code boxes will respawn their code papers, and are revealed to survivors
Perk changes:
Survivor perks
Sabotage: Added functionality, can break the locks on Generator
Sprint Burst: When you use your first dodge action, you gain a burst of speed increasing your move speed by 150% for 1/2/3 seconds
Balanced Landing: When Balanced Landing is active, stagger effects from long falls are reduced by 75%, upon landing regain ½ charge of a dodge action and increase your move speed by 10%
Dead Hard: All dodge action charges recover fully after 30 seconds, and while injured your dodge charges can recover while running at 20%/30%/40% normal speed.
Lithe: After performing a vault, break into a sprint at 110% normal speed and regain ⅓ dodge action charge.
Hope: When the last generator is finished regain the use of 1/2/3 of your used dodge actions
No Mither: You start the trial injured and won't let anyone heal you beyond this state. Your thick blood coagulates practically instantly. You cannot be healed to healthy. You don't leave pools of blood. Grunts of pain caused by injuries are reduced by 0/25/50% at any time. Grants the ability to fully recover from the dying state. No mither increase the amount of blood points gained from every action by 15/20/25%(These blood points bonuses are only rewarded during the trail not after)
Decisive Strike: Using the dodge action while on the killer’s shoulder will stun them for 1/2/3 seconds. Only useable once per dying state. This will cause exhaustion for 30 seconds
Technician: The noises caused by your repairs and their hearing distance are reduced by 0/4/8 meters. Also generators repaired by you will not degrade unless damaged by the killer
Detective’s Hunch: Added Functionality, will also reveal all trinkets
We’re going to live forever: Your few friends deserve the best protection. Each time you rescue or take a hit to protect a Survivor, gain 25% stackable bonus to all Blood point gains up to a maximum of 50/75/100%; and if done while in 15/20/25 metres from the killer the killer is revealed for 5 seconds.
Killer Perks
Surveillance: Added functionality, Collecting Code Paper will now give you a visual clue when you are within a 16/24/36 meters
Insidious, in a 5/10/15 meter cone, the killer will get a hiss to alert him to a survivor trinket nearby, if you break a trinket your terror radius is reduced by 3/6/9 meters, this effect can only happen once every 40 seconds
Blood Warden: Will not be triggered while the gates are powered, but only start when the first gate is opened
Thanatophobia: Added functionality every dead survival applies a 0/1/2% penalty to all repair, healing and sabotage speed.
Comments
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There might have been a slight bias in this thinking.
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Bro this is all survivor based. Go play some killer and come back.
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Shipthebread said:
Bro this is all survivor based. Go play some killer and come back.
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