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Quality of Life Changes (& more)
All the things I list below are things that I feel would improve the general game, especially as it centres around dealing against Camping/Tunnelling Strats which are annoying and unfun to play against. Now while I'd love to actually see these things in game or at least something of similarity, I know that this is merely wishful typing. But hey, Behaviour, if you like what you read feel free to take it and implement it.
New In-Game Mechanics:
The ATM (Anti-Tunnel Mechanic): When unhooked, ATM will activate and stay active until the Killer hooks another survivor or if you do the following actions - Search Chest, Cleanse Totem, Begin Healing Yourself or Another, Unhook another Survivor, Work on a Generator, Hide in Locker for 60 seconds or more. ATM will stay active if you are slugged and the Killer does not go and hook someone else. It will deactivate if you are picked up from the Dying State by another Survivor or Yourself outside the Killers Terror Radius. If the Killer picks you up while ATM is active you will be given a skill check. Hitting the Skill Check causes the Killer to be stunned for 30 seconds unable to move and forced to stare down at the ground, giving you a chance to escape line of sight & possibly even get healed and punishing the tunnelling behaviour of the Killer via the time wasted. Missing the Skill Check still activates ATM but the stun time is 15 seconds instead. ATM will activate once after each unhook (so twice in total at max) regardless of it being used once already or not. This is to hopefully deter Killers from Tunnelling and have them play normally. (Decisive Strike will be changed, explored later in this post)
Built-in Kindred: Works exactly like the Perk. This is to prevent dying on first hook or wasting time by having everyone come to get you because Solo Survivors etc. don't know whether to get you or not. This will also make Solos as strong as SWF in a sense because they can tell who is doing what, meaning balancing Killer & Survivor will become easier because of it. (Kindred will be changed, explored later in this post)
The ACS (Anti-Camping System): If the Killer remains within ?? radius of a hooked survivor for more than 15-20 seconds, the Survivor will be teleported to another hook, far from the Killer and the phase they are in will restart. A Hooked Survivor will not be teleported if another Survivor is within the hooked survivors radius, which will be shown to that Survivor via an aura to tell them they are possibly endangering the survivor. This is to prevent the Camping Strategy that is unfun and boring to play against, and despite a good team will know to martyr the hooked survivor to do gens and escape, there's still a majority of people who don't know what they're doing and get themselves killed. And at the end of the day it is still unfun.
New UI/HUD Systems:
Chase Markers: Everyone's Icon in the bottom left has the Obsession Marker (the Entity Legs Symbol). If there is an Obsession, their marker will be Red or Black. This is mostly for Solo Ques, so that people know who is being chased, making Survivors in Solo Ques like SWF as they will know the Killer is busy etc.
Totem Counter: In the bottom right corner, beneath the Perk Symbols would be a Tiny Totem Symbol with x5/x4/x3/x2/x1/x0 depending on number of Totems left on the map. This will help against NOED and also give Inner Strength users better intel.
SWF Lobby Markers: Survivors that are in teams will have a Red Marker above their heads to show Killer they are together. If they are on their own, a Survivor will have no Marker above their head. If there is two teams of 2, then one team will have the Red Markers and the other will have Black or White Markers. This will give the Killer a mental preparation and allow them to start adapting immediately, rather than finding out when its too late.
Some Perk Changes:
Decisive Strike: When left slugged for 110/100/90 seconds, DS will activate. Once picked up by the Killer, the Killer can be stunned for 12 seconds. Can only be used once. This is to prevent over slugging survivors, but at the same time doesn't prevent too much slugging as slugging should be strategic not because the killer is loosing and needs to sweat.
Kindred: Unhooking Survivors, Giving a Survivor an Item, Healing a Survivor, or Taking a Protection Hit for a Survivor grants tokens. Each token will give you 50% bonus bloodpoints in all categories. This is for those juicy Double Bloodpoint Moments.
Hex - No-one Escapes Death: If a Dull Totem is still standing at the end of the match, it will become NOED. This Hex will stay active for 70/80/90 seconds before cleansing itself. If a Survivor begins cleansing the Hex, you will get one notification only. This is to turn it into an endgame pressure perk rather than an easy win crutch perk.
Cruel Limits: When a Generator is completed all Window Vaults on the map will be blocked for 5/10/15 seconds.
Keys & Mori Changes:
Broken Key: Removed!
(Purple) Key: Renamed to Silver Key, allows the bearer to lock themselves in a locker for 20 seconds. Can be used 3 times, more with add-ons or longer with add-ons. Maybe add an add-on where being still too long doesn't attract crows. NOTE: I made this as a Dwight Themed Meme, but I truly think this would have some interesting (and funny) gameplay.
Skeleton Key: Opens Hatch. Hatch takes 10 seconds to open, less seconds with add-ons, and now has an animation for unlocking it. Once opened, the Survivor must interact with it again to actively jump into it.
Moris: All 3 are removed. Now, when a Survivor is on Death Hook the Killer can choose to hook that Survivor and let the Entity take them for extra Bloodpoints, or to Kill them with their In-Game Mori but gain less points. This is to make the Killer feel less bored, and actually feel like they're playing Killer, not just Hook Simulator. Plus the lore says the Entity feeds on Hope, not necessarily the actual survivors.
Perk Based Mori Difference: When killing a Survivor with Rancor or Hex-Devour Hope, the Killer will have a different Mori Animation to the In-game Mori. This is to not only add flavour but also make these perks a bit more fun to use, because they give a different kill animation.
Item Design Changes:
Make each item look different, more like their icons, have different colours etc. just to make items a bit more unique. Also have add-ons alter the item slightly to add some more design. It'll also be a nice heads up to the Killer if they see a large flashlight with a purple handle and large bulb because it tells them there's an insta-blind flashlight in the game.
Endgame Changes:
Doors should no longer spawn too far apart, nor right near one another. There should be a good distance between both that's fair for both Killer and Survivor. This will mean door spawns are now fixed to one spot and are no longer RNG.
Also, if there is only one survivor left, and Hatch has been shut by the Killer, one random door should be automatically 50% complete to give the Survivor another 50/50 chance.
Offering Changes:
Shroud Change: There will now only be 1 Shroud Offering which is for Survivor called Shroud of Separation. This is so Survivors can start all over the map, and do gens more strategically but at the risk of spawning closer to the killer.
Mori Offerings: Removed as spoken about in Mori Changes above.
Map Offerings: Both Killer and Survivor can no longer use Map Offerings as usually bringing a Map Offering means that the Offering User has an advantage. By removing this feature, we keep people on their toes and prevent SWF and strong Killers gaining unfair advantages.
Store/Customisation Changes:
In Store have the ability to Lock a Piece of Clothing so you can see what it looks like with other clothing. Also see your entire 'wardrobe' in store so you can swap and change the outfit you are wearing for better customisation.
In Customisation allow the Player to save their own Mix-Match Outfit and even name them so there's less fuss messing around in the clothes. These can be accessed via a new Icon which can be placed below the Outfits Icon which will be halved in size to fit the new icon.
Spawn Changes:
There are now three spawns only. Left Corner, Right Corner, or End of Map Centre. If Survivor spawns Left, Killer spawns right and vice versa. If Survivors spawns end of map centre, so will killer just on the opposite end. Survivors no longer spawn next to generators. Survivors will all spawn next to each other unless the Shroud Offering is used.
SWF Balancing:
This is a very debatable thing, and its merely an idea, but it might work. SWF are strong, and having 4 perks each makes them all the more unbearable, so I have a potential idea.
Solo/2 Man Team = 4 Perks each.
3 Man Team = 3 Perks each.
4 Man Team = 2 Perks each.
Killer Changes (Brief):
Doctor: Have his Illusions move toward the Player as if it were the Killer himself, but then vanish when close. That would make his illusions more realistic and scary and add some fun jumpscares.
Freddy: LUNGE! Need I say more.
Legion: Upon successfully hitting the 4th Survivor with Feral Frenzy the 4th Survivor is put into the Dying State. The Legion's new secondary ability: Every 90 seconds (or more if necessary) Legion can summon the other 3 Legion Members to appear near 1 survivor each. You will see their auras, or if close, actually see them, chase a moving survivor or stand staring at a stationary survivor for 10 seconds. These members cannot hurt the survivors, but serve as an in-game BBQ for Legion and allow the others to be a part of the game. These Members also have terror radius and red stains to throw off survivors on who is the real one.
Okay, I'm done. I could have probably split this up into several posts but I figured I'd just get it all out on 'paper' so to speak and have it all said.
What do you think. Please no aggro. These are simply ideas that I feel balance the game out a bit more and make the game a bit nicer in certain areas. If you don't like an idea, tell me why constructively.
And Behaviour, if anyone of you lovely developers actually read this, thank you and also feel free to tell me what you think.
Sincerely, the one (fog dwelling) Switchblade ;)
Comments
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Most of this seems like killer nerfs. For what tho?
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What we need is to buff killers and solos. Camping and tunneling, while annoying, are not a balance issue. The other suggestions are just memes so I won't respond seriously.
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Yeah man you have a couple of good ideas in here, the totem indicator and the doc changes (this one is kind of broken though but it sounds cool) for example.
But to be honest you lost me with the 30 seconds stun to punish tunneling, even 5 seconds is already too much, 15 seconds stun for new ds (given how meta it already is), 20 seconds immunity in a locker... Sorry man you just sound way too survivor biased to take you seriously.
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They change both sides please try to put your bias aside.
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You didn't even read the restrictions they put on the ATM, it basically only activates if the killer literally just follows the survivor straight off the hook. They are not survivor biased at all, but I see now where your bias lies. I agree 30 seconds is pretty dumb, 5 seconds is enough even with the added restrictions.
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Not biased at all. Look at it. Noed nerf. Mori removed. Keys still in game. Endgame where a door is 50% a locked closet? 30 second stun to a killer, or if missed skill check gives 15 sec stun? Yet you called me bias? Okay. Lol
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I did read all of it, in high level plays survivors will obviously take advantage of this by chasing the killer knowing that they have full immunity making it just a time waster for the killer, it just sound incredibly broken.
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But dude what are you talking about he proposed an animation change to Devour Hope and Rancor wich doesnt make those perks useless at all.
NOT BIASED AT ALL.
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Look at it. DS nerfed, keys nerfed, basekit mori, swf nerfed, and killers buffed. They purposefully balanced the changes out so killer biased people wouldn't complain, and yet you're still here because you don't want equality, you want things to go your way. How about instead of calling bias you instead check your own bias and address the post as if you were looking to make the game better overall, instead of just for you.
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Survivors can't waste the killer's time, nothing's forcing the killer to tunnel. If the survivors want to run around doing nothing until ATM wears off, the killer should be glad.
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Yeah because there is not such a thing as body blocking....
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Lmfao what? Ds nerf? Yep 30 second stun = ds nerf? Basekit moris only on death hook? Yet you claiming im biased?
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The unhooked survivor can still get hit right? Even then with all these restrictions we can assume that ATM deactivates when the surv takes a protection hit(because literally everything deactivates it) so bodyblocking is not just not a problem, but also favorable for the killer as it allows them to tunnel.
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You'd have to be biased to say that op is biased for nerfing killers more when they did nothing of the sort. Yes it is a ds nerf because it literally only activates if the killer has their nose attached to the survivor at all times.
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But we cant since he didnt put that as a deactivation method so yeah easily abused as i said.
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One small oversight isn't an indicator of bias. OP probably didn't have anybody to bounce this off of which is why it's so unpolished. If you really want to work with others to make good changes to dbd, now's the time for doing that, not for name calling.
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@Waffleyumboy Plus it says it only deactivates if you are picked up outside the killer terror radius, imagine bodyblocking infinitely because you keep getting back up inside the killer terror radius.
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The killer can interrupt the pick up but yeah this looks like another oversight.
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30 second stun? that's a balanced thing? you know what that means? if the doors are powered and someone is unhooked the killer can only go into a corner and wait for the players to leave because oh that tunneling thing... oh yea 30 seconds? 12 seconds????? what the hell??? there is nothing that is a benefit for killers. here is my rebuttal for this:
DS: nerf to 30 second time out, rank 1 gives 2 second stun. rank 2 gives 3 second stun, rank 3 gives 4 second stun.
NOED: remove from hex status, back to original mode.
REMOVE KEYS all but the broken key. on the map there are 2 locations you can get the parts needed to complete the key, and it only works for the character that uses it.
Mori: make that base kit with 2nd hook requirement. add general perk to bring it back to after 1st hook.
HOW ABOUT THEM APPLES? lol if you couldn't tell i'm being very sarcastic, but the OP is very off balance here and you are incorrect it is not balanced changes what so ever.
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Im not name calling, as i said i do think he has some good ideas here, but the ones that are focused on to the killer side seem way to harsh compared to the surivor side thats all. So its hard to take him seriously when he proposes a 30 second stun when you know that is enough time to 50% at least 2 gens.
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You don't have to attack op just cause you think one of the changes had too many flaws. Calmly discuss how these are design flaws and perhaps how to fix them. This is a discussion, not a post review.
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That's perfectly fine. Thank you for your constructive input.
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Careful. Youre gonna be called biased
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Of course man, i did get a little defensive there for a bit but it was all in good faith.
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i don't care! i'm not a killer main.. i play with friends more than I play at all.
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there is no discussion allowed in that post, it's this way or not... not much room to interpret the post to me. I was being sarcastic because the devs have said tunneling and slugging and camping ARE legit tactics but the thing is people are saying these were BALANCED between killer and survivor which is far from the case. they were making things completely out of nothing, and it's all because they got tunneled (which I have). his statements about this mechanic to cause a 30 second stun? that pretty much completely will end the game. more than likely at that point gens 3-5 will be completed and doors open before you can even do anything. and noed staying active for 90 seconds max? lol that's laughable. do bones if you don't like noed. I play survivor more than I play killer and even I can see how this is ALL about the survivor and screw the killer over.
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Why stop here? Why not have the code force the Killer to spin around three times counter clockwise after ever hit before he/she can pick up the Survivor? Upon completion of the last Generation KETG can activate, i.e. Killer Escort to the Gate, where the Killer must run to the closest gate and open it for you. And while you are at it, why don't we make the Killers crawl around on all fours so you can ride them like a pony?
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these are just survivor buffs
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