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I'm bored so here are all my DbD Ideas
Okay, so here's all my thoughts on the game from playing about 400 hours total and getting rank 1 killer and rank 1 survivor on 2 gaming platforms (P.S. most of these have already been discussed):
1. Make moris only work after struggle instead of first unhook.
2. Make hatch only open if someone finds/has a key. If no key is brought in, either tough luck or have it spawn after there's 1 survivor left in a chest. Make that chest invisible to killer so they can't camp it. Granted, that may lead to match stalling so there may have to be a time limit before endgame starts automatically.
3. Make Bloodwarden an activation perk. Once you hook someone after an exit gate opens, you can choose when to activate it instead of it doing it immediately.
4. Let Trapper start with all of his traps. I don't like the "you have to lose a couple of gens to get Trapper started" notion.
5. Let Distortion gain back tokens in some way to make the perk not completely useless. Maybe protection hits?
6. Make iridescent head like the ultra rare from gunslinger where it has to be at a certain distance to work.
7. For every member in a SWF group, add a 2.5% speed regression. Don't apply to people who are not part of their SWF group or in solo queue.
8. Add 2 lobbies for fast matchmaking (what we have now) and one for people who are willing to wait for people in their proper ranks.
9. Have flashlights slowly lose potency during the match if over used. Make it have 1% to 2% less effectiveness after every blind. It would definitely make flashlights a more risky item.
10. Make borrowed time work in a riskier fashion. Have it be that when you unhook someone, the person using BT absorbs the hit instead of giving enduring. That would make BT plays more intense and make people have to think a little bit harder.
11. I'm not a Legion main so I'm probably really off on this one, but make their dash attack be an m1. That way you can dash and knock down an injured survivor instead of doing the smack and look for someone else. This would also mean that after a hit on someone, Legion goes into fatigue instead of being able to chain attacks. Actually this may be OP.
12. Have a new look for DS. When you get unhooked have the survivor take a piece of the hook with them as the "knife" used to stab the killer for DS. Make it invisible for the killer so they can't just see if you have it. I think it would look cool seeing a survivor with a knife like piece they grabbed off the hook and stabbing the killer with it.
13. Let the killer/survivor see the ranks of people in the queue. Also, let the survivors see the killer's name (the username not who they're playing as).
14. Lastly, and my most controversial one: Add a 6th gen. Adding another gen would mean that if a killer is chasing 1 survivor and the other 3 are doing gens, if they all finish they would be half way done instead of 3/5s done. It would also slow down the game a lot. Add another gen to the map so that the last gen would stil have 3 gens. I feel like that would be either a great buff or a disaster.
P.S.
I typed this on my phone half asleep and the autocorrect is the real killer so if something doesn't make sense blame my phone. If my ideas are terrible then oh well but it would be fun to see some criticisms or additions.
Comments
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I think all are very good suggestions, with exception of number 11, the Legion idea. Maybe a ultra rare offering could be added, which very drastically shortens Legion's dash duration but acts as a standard attack instead of a deep wound hit.
With 14, the extra gen, that would have to be put to the test to see how it works and if people prefer it.
But overall, very interesting ideas. 👍
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These are really nice, I really liked the trapper one, and the swf one will keep some trash killers from constantly complaining about swfs
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Anything I'm not commenting on, I don't feel strongly about one way or the other.
2 - You've probably heard this before, but the hatch mechanic exists to stop hostage games from happening, so that the survivors always have some reason to be traversing the map even after the game has progressed to the point where it's become clear that doing gens is a death sentence. As much as it sucks to lose the last survivor to the hatch, I'm certain it would suck more (at least for the majority of killers) to wander around for half an hour trying to find the last survivor. At least in the first scenario the match ends and you get to move on to the next one.
3 - I understand wanting to buff Blood Warden, but this would make it too easy to trap survivors in the map so that they literally cannot escape under any circumstances, especially now that the killer can choose to start the EGC. That's not a concept I'm a fan of, especially at the point where the survivors have all but won. Ironically, the problem you seem to have with the hatch is exactly the problem I have with this iteration of Blood Warden.
4 - Trapper is a late-game killer, which doesn't necessarily make him badly designed. Having said that, I do agree that picking up and placing one trap at a time is slow, boring and frustrating and his basekit could use some changes, but I think starting with all his traps would be a bit too much (not to mention an indirect nerf to Iridescent Stone). I'd suggest making him start with and be able to carry at least two or three traps, and potentially make the setting time shorter and/or normalise the traps' starting positions so they're less out of the way.
5 - I think this idea is based on a misunderstanding of what Distortion's main function is, at least from a design standpoint. Distortion works primarily as an informational perk, not a stealth perk. Its purpose is not to help you hide from the killer, but to help you figure out whether the killer is running aura-reading perks and, if so, which ones. Lost a token when they hooked someone? That means they have BBQ. Lost a token while being healed? Nurse's Calling. And so on. I wouldn't be opposed to a small buff, maybe 1-2 extra tokens, the point I'm trying to make is mostly that in its current iteration, Distortion is far from "completely useless" - most people just aren't using it right.
7 - This is also something that has been addressed many times before. We can't, and shouldn't, punish people for playing with their friends. It would discourage a lot of people from playing at all, and could easily be circumvented just by lobby hopping in solo queue until you get into one with your friends, which would affect wait times for everyone. Basically, it wouldn't do what you want it to do, all it would do is make the SWF experience less enjoyable and more frustrating, both inside and outside of the match itself.
9 - Not a bad idea on paper, but I think one that would need to be thoroughly tested in practice.
12 - Also a fun idea, I wouldn't mind seeing this in the game.
13 - Being able to see ranks in practice tends to encourage lobby dodging and extends queue times for everyone. Especially with MMR being introduced within the next few weeks, all this would do is confuse people.
14 - A distaster, I would be inclined to say. Kill rates are nowhere near so drastically bad that the game needs to be lengthened by an entire generator.
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For Trapper, just make Stitched Bag and Logwood Dye add-ons as base kit. He shouldn't have to be so severely limited with how many he can carry and the traps shouldn't stick out like sore thumbs.
With how fast the games go, setting traps base speed should be a little faster too.
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@Fibijean i think desiging and balancing around kill rates is a mistake and why theyre having so much trouble. It should be based around math.
X number of pallets take Y amount of time to break + amount of time to walk in between those pallets = the amount of time it takes to complete 5 generators
Thats not meant to be the actual formula, just giving you an idea of what I mean.
The rules for games, as well as the win conditions, should be based on fairness, not trying to hit a desired outcome. Jmho
Ill also add even if you were trying to hit a certain kill rate, it should be 3k, not 2. The person that makes it out should feel like they actually accomplished something, and most movies have 1 survivor. But i still go back to math
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Except that life, and people, don't work around maths. Human behaviour doesn't operate to a formula, and human behaviour is what drives this game. Very few people play the game completely optimally, and I'm willing to bet no one does 100% of the time. Balance is only important insofar as it facilitates a positive gameplay experience - if the game is completely balanced on paper, but in practice one side dominates most of the time and no one is having fun, that's still a failure of design. On the contrary, I think the biggest mistake they could make would be balancing the game on a purely theoretical level rather than a practical one.
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I dont disagree, but they can alter the formula a bit if its still not balanced.
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Sure - I certainly don't think the maths is irrelevant, I'm just not convinced they should be using it as a starting point in this particular instance.
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Just woke up and read your reply. I see your point in a lot of what you said. I do, however, disagree with 1 of your responses.
7. I started playing DbD as a solo player but then my girlfriend and my brother and a couple of my friends got the game after some convincing. Now when I play I am almost exclusively with 1 or 2 people. I honestly wouldn't mind the speed reduction. Maybe cap the reduction at 5% for a 4 person SWF group. I don't see it as a punishment but more of a game balance. This would balance the advantage you get so that the killer also gets some benefit from people doing SWF. People starting out doing SWF probably wouldn't even notice the difference and veteran players doing SWF would have to play only a little harder. It would, however, be a small help to killers that would probably appease people who are frustrated with SWF. I also know a lot of people that play killer at the moment that lobby dodge if they even think a group is SWF. My solution might not be the answer but I certainly think that there needs to be insensitive for killers to want to play against SWF besides "it's a better challenge".
I thought of more things but I don't want to spam the forums so stay tuned for more ideas from me. I honestly love when people give me constructive feedback because that way I can see where I may have a misunderstanding or bias.
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I understand your point, but I think it's worth considering that your perspective may not be not the universal or even the most common one. I suspect a large proportion of people would find out about the feature and go, "what, this game penalises you if you're in a group? no thanks". It's not a common enough feature in online games for people to just accept something like that - plus, it would seriously cripple the hype around introducing crossplay, with all the hard work that's been put into that.
I think the other thing to note is that SWF being a significant balance problem is far from being universally accepted. You wouldn't mind such a change because you see it as solving an issue with the game, but consider that those who don't see SWF as something in need of fixing in the first place would feel like they're being handicapped for no good reason. And that's not to mention those types who don't care if the game is balanced as long as they can do what they like (although admittedly, the latter aren't the players you want to be listening to when making adjustments to the game in any case).
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