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If Dead by Daylight was YOUR game...

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Comments

  • MusicNerd_TC
    MusicNerd_TC Member Posts: 3,099

    He's not, he has stated multiple times that he's a survivor main that has played the game since release.

  • Kolonite
    Kolonite Member Posts: 1,346

    I'd give it back to BHVR and go home to relax.

  • MasterofSFL
    MasterofSFL Member Posts: 125
    edited October 2020

    (Read before hand)

    Each section has a TL;DR at the bottom if you are not interested in reading this post in its entirety. At the very bottom of the post is an explanation for these changes if you are interested.

    Short list of changes I’d make.


    General:

    Add:

    • Perk Categories

    Rework the:

    • Bloodweb
    • Totem system
    • Offering system

    Killers:

    Add:

    • Killer Categories
    • General Killer Bloodtree
    • Category Unique Perk Slots (5 slots total)
    • Anti-Camping mechanisms.
    • Objective Offerings

    Rework:

    • Hexes

    Remove:

    • Red and Green Mori


    Survivors:

    Add:

    • General Survivor Bloodtree
    • Survivor Categories
    • “Determined/Hopeless” status.
    • Survivor-Perk Category synergy slot (4 slots total)
    • Environmental Offerings

    Rework:

    • “Determination perks”
    • No Mither Rework

    Remove:

    • Map Offerings

    General

    Add-Ins

    Perks for killers and survivors need to be categorized in the something resembling the following:

    Killers: Tracking, Terrorizing, Ambushing, Bedeviling.

    Survivors: Observant, Kindred, Defiant, Motivated.

    Tracking and Observant perks deal with finding/evading the survivors or killer respectively. Terrorizing and Kindred perks are aimed at passively debuffing/buffing other survivors. Ambushing and Defiant perks relate to starting/ending chases. Bedeviling and Motivated perks work by focusing on the meddling/misinformation or completion of objectives, side objectives, ect. These categories would be used later on for the killer and survivor categories and their interactions.

    Reworks:The first thing, above all others, would be to rework the bloodweb into the bloodtree. The concept would be similar, except you would have 3 branching paths: General, Unique, Add-on. Your killer/survivor levels would be tied to how many bloodpoints you’ve earned in matches with your respective killer/survivor (instead of how many you have spent on). The general bloodtree would be where you’d go to spend those blood points to unlock perks: the Add-ons path being the cheapest; the General path being in the middle and the Unique path being the most expensive. After spending a certain amount of bloodpoints, the two paths with the least spent begin to close off.

    The totem system would work similar to how trapper’s is: totems spawn in random areas; the killer can see the auras of totems for a limited time; the killer can pick up 1 totem at a time and place it elsewhere. Totems would have a 1m radius in which survivors could detect them through a terror radius.

    Offerings would be retooled to give survivors and killers different options to affect the match. Survivors would gain the ability to alter their environment (More pallets, windows, lockers; Less mist, crows, hook distance) and lose a handful of other offerings like map selection. Killers on the other hand would be able to use two non-map offerings or a map offering, with their main selections being related to objectives (Closer/Further generators/hooks/totems, More Hooks/totems).

    TL;DR Summation:

    Perks for both killers and survivors would be placed in one of four respective categories for gameplay purposes and identification. The bloodweb would be reworked into a 3 prong bloodtree that affects all survivors and killers respectively, while levels are tied to bloodpoints earned during a match and not how much was spent. Totems would work similar to bear traps, allowing killers to reposition them, while survivors can now hear totems. Killers and survivors would now have different offerings affecting the next match.

    -----------------------------------

    Killers

    Add-ins:

    As mentioned, perks would have categories and killers would be classified by a combination of those categories. Killers are placed in categories based on what they need/synergize with:

    Stalker: Tracking, Terrorizing, Ambushing

    Savage:Terrorizing, Ambushing, Bedeviling

    Predator: Ambushing, Bedeviling, Tracking.

    Pursuer: Bedeviling, Tracking, Terrorizing.

    Killers would receive a 5th perk slot and if a Unique Killer Perk that matched the killer’s category was placed in it, it would give a slightly better version. Examples of these killers (as they are now) would be:

    Stalkers: Huntress

    Savages: Micheal

    Predators: Ghost Face

    Pursuers: Trapper

    An Anti-camping mechanism would be added, to promote the killer to actively make plays or set up ambushes. The mechanism would be the following: after a short period, Hooked survivors within your terror radius and 10m of you die at a slower rate while you’re not in chase. After a period of time, hooked survivors within your terror radius and 10m of you gain a higher chance of unhooking themselves while you’re not in chase. Survivors gain altruism points while under this effect.

    Rework:

    Hexes would be reworked to be split-perks that have a held and manifested effect. Held hexes give small, perk related buffs to the killer. Killers can activate at any time all available hexes that randomly light one totem for a modest period of time. During that time, the main effect of the hex(es) is active and the held effect is disabled. If the hex is found while active, the manifested half of the hex is disabled for the rest of the game and the held effects go on a cooldown before reactivating. If the hex timer runs out, the killer immediately gains the held effects and may activate the hex again, lighting another random totem.

    Remove:

    Red and Green mori-like effects would be removed.


    TL;DR Summation:

    Killers would be placed within 4 different categories and given a 5th perk slot, with a possible small bonus, to promote a diversity of builds and playstyles. Anti-camping measures would be implemented to ensure chasing, objective-denial and ambushes are pursued over ensuring one kill. Hexes would be reworked into passive/activated forms, with the activated portions of the perks being at risk of removal by survivors. Mori-like effects would be removed from add-ons and offerings.


    -------------------------

    Survivors

    Add-ins:

    Similar to killers, survivors would be placed into 1 of 4 categories Observant, Kindred, Defiant or Motivated, based on their overall kit theme. Observant work to locate other survivors, the killer and/or the killer’s activities. Kindred survivors help other survivors, boosting their kits, actions, ect. Defiant survivors excel at hiding, running, escaping from or interfering with the killer. Motivated survivors locate, protect and/or complete objectives faster.

    A new status called “Determined/Hopeless” would be introduced, similar to exhaustion. Determined would be required to use certain perks. Hopeless would be triggered whenever a survivor is downed while in a deep-wound state. Survivors affected by “Hopeless” would be unable to gain “Determined,” be unable to wiggle free of the killer and would die faster on hook while under the effect.

    1 of the 4 perk slots for survivors would be a synergy slot. Any generic perk sharing the same category of the survivor within that slot would give a slightly better version.

    Rework:

    Perks such as No Mither, Unbreakable, Decisive Strike, Mettle of Man would give the survivor the ‘Determined” status. While determined, the perks would be usable and active. Upon picking oneself up, escaping the killer due to a perk or taking an additional hit due to a perk, the survivor is put into a deep-wound state and loses “Determined.” Any hit while in the deep-wound state, as stated above, would place the survivor in a “Hopeless” state.

    No Mither would be reworked to differentiate itself from Unbreakable. 

    You are affected by the Broken Status Effect for the duration of the Trial. 

    • You do not leave Pools of Blood.
    • Grunts of Pain caused by injuries are reduced by 25/50/75% at any time.
    • Grants the ability to fully recover from the Dying State.
    • Your wiggle progression is increased by 5/7.5/10%
    • Taking a protection hit, self-recovering from a downed state or escaping the killer’s grasp puts you in a deep-wound state. If you do not mend yourself within 15 seconds, you are placed in a downed state.

    Remove:

    Map offerings for survivors would be removed to give them less control over the game.

    TL;DR Summation:

    Survivors are now placed in categories. Survivors may choose a single, generic perk that shares their category to get a small boost. New statuses are introduced to balance the use of “escape” perks and No Mither is reworked to give it a niche within the escape perks.

    --------------------------

    For those interested in why I’d make these changes, having played the past month straight of this game I have noticed a few flaws in the game’s overall design that lead to toxic, flip of the coin games. The bloodweb system is extremely grindy and makes accessing new perks a struggle. Additionally, there is no real benefit to playing any one survivor other than who you ascetically prefer. Id’ like to see DbD start to place an emphasis on the individual killers and survivors, by carving out niches for the two groups and the various subgroups. Knowing that only killers have access to map choice and objectives, but survivors have access to the environment can open up metas. Giving killers and survivors perk synergies helps define both, while giving killers more pre-game information based on what survivors it’s facing. Tying a killer’s terror radius and distance to a hooked survivor’s time on hook encourages killer builds and playstyles that actively seek out and disruptive survivors, while opening up “Bait & Ambush” as a legitimate strategy. Lastly, retooling “escape” perks to have downsides makes sloppy play more punishable for survivors, while not completely destroying the purpose of the perks.

  • Eninya
    Eninya Member Posts: 1,256

    I'd revert back to P2P. Way, way too much glitching happens because of it. I used to like facing Huntress before, but now it's impossible because hatchets go through walls and objects 90% of the time. I've been hit through trees, in other rooms, hit through boxes, walls, and taken numerous hits several meters away from the hatchet hitting the ground. That's just her specifically, and doesn't count all of the times where I, and sometimes even another survivor, have been stuck in random animations such as healing, repairing, unhooking, and sabotaging. Never any issues like this beforehand.

    Most of this sounds like lag, but I'm at a consistent 40 ping, always.

  • Exerlin
    Exerlin Member Posts: 1,352

    I'd implement a more interesting perk, addon, and cosmetic system.

    For the perk system, everyone would get 5 perk slots and 10 perk points. Putting a perk into a slot takes up points, removing it refunds the points, and better perks would generally require more perk points. This would allow for an additional balancing tool and more consideration put into creating builds. This would also come with a save feature that allows players to save, name, and load their builds at their leisure.

    For the addon system, killers can bring in one common addon of their choosing for free each game. This allows killer players to slightly buff their killer in one area of their choosing without having to worry about finding the addon they like in the bloodweb. Killers don't need to play a common addon either, so you can still go addon-less or bring multiple uncommon+ addons if you want to. Each killer would have a total of 5 common addons with 1 of those 5 being a detrimental addon.

    Survivors also get a touch-up on their addon system. Survivors will be able to find a special addon in each realm that is unique to that realm. These can be picked up in the realm and are added to your survivor's inventory if you escape. If you have the item that can equip the special addon in your hand when you are at the pickup location, you can use the alternative action key to apply it to your item if it has an addon slot available. If you have an incompatible item, you can put the special addon in your pocket without having to ditch your current item. These special items could be some like an experimental serum found in Lery's Institute for a medkit or a weathered gas can found in Autohaven Wreckers for a toolbox.

    Finally, I'd touch up the cosmetic system. I would add a fourth cosmetic option so that stuff like the fourth anniversary crown can be used with any cosmetic. I would also allow for 2-piece cosmetic sets so that we stop having the issue where an un-obstructive head cosmetic is locked into two items that should be in a set with themselves. For example, this allow let Jane and Nea's set heads to be used outside of that set and possibly use a child model to fix any missing features (such as the back of Nea's set head cosmetic being completely bald instead of just having very short hair).

  • Orion
    Orion Member Posts: 21,675

    Thank you. I don't understand why people think that you can't recognize and acknowledge problems with your side.

  • Orion
    Orion Member Posts: 21,675

    Thank you. I didn't want to do it myself and "steal your thunder", as if were.