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Some changes on my personal wishlist

ManfredTheCrab
ManfredTheCrab Member Posts: 41
edited October 2020 in Feedback and Suggestions

Killers:

1) increase stagger duration from falls or however you will describe it. Killer shouldn't after a fall from a hight move like this. This is so nasty since the beginning. They fall and walk or even chasing you straight with full speed after a fall. they should get a jump cooldown or something like the survivor gets. like a movement speed that build up from a 1 second recovery BAM I LANDED and because I have bones and i am still like a human, but very big and strong and act like a heyvy truck so I have re-speed up my body to continue the chase. I mean there is something logical missing. they jump down, land and move without any difference...

2) when carrying a survivor and they jump down, there should be a killer grasp penalty for the killer. the progress for the survivor will get immediately +20% or some numbers. only with the perk iron grasp there is no killer grasp penalty.

3) give trapper more status effects...

the logical one is

Trapper - Bear Traps: Hindered and some more Bleeding...

When stepping into a bear trap all survivors should be affected by this until they are healed...

I'm a trapper main and I would prefer to have more strength than "rng" in my traps.

So give them a progress bar for escaping the bear trap or just 3 attemps the time that can be affected by add ons and even when they are free, they are Hindred and have mangled and bleeding status effect applied. maybe bleeding only when a already injured survivor gets traped.


Survivors:

1) wiggle progress and the status healthy or injured as survivor

in general there should be a difference betweent both health states.

a injured survivor should act slower in general, so you don't need in first place a perk to slow down a survivor. so the survivors don't stay injured, just because there is no penalty today. only that they are down after the next hit. and this will make the perk "resiclience" even more logic, because, why you should get a buff, when you are injured? this makes no sence. you get bonus for beeing not in 100% contition. when survivors have a general decreased action speed when they are injured, this perk can make it like other perks to a normal speed. and the decreased action speed should affect all actions. healing, sabotage, cleansing, repairing, VAULTING?? ( i think not, because it more movement speed? see follow ups down), dropping pallets, WIGGELING - yeah, a injured survivor should also wiggle less strong than a healty survivor. but in first place: reduce the time in general to wiggle out of the killers grasp. I think in 90% of all cases, the killer hooks you and your progress is not even at 50%. this was usefull in the beginning where the survivors could sabotage all hooks but the basement hooks, but nowadays, all hooks respawn and there is all 20 meters a hook... there is in most cases no point in wiggeling - i guess points so lol.

2) action speed

we should clarify what is action speed. action speed = all things you do with your hands = NO things you do wih your movement like vaulting. vaulting is affected by your movement speed) because thanatophobia will not affect all action speeds. this makes no sence. there should be a straight line. does is affect action speed or not. and now we come back to my point 1. injured survivors should get a general action speed penalty... you should re create the perk Thanatophobia in general. flickering skill checks, smaller skill checks... of course slower progress, because of the fear... maybe for every injured survivor -4% action speed. and for every down survivor -8% so there is a difference because when another teammate is down, the fear should get bigger... or make it like.. the skill check warning is delayed because nervousity. something like this... ^^

survivor perks:

a) Lithe - should also increase your vaulting speed by 10% when not on cooldown (exhausted) that will be the bonus like balanced landing has. because vaulting should clarified as movement speed (status haste) and not action speed.

b) spine chill - "When Spine Chill is active, Skill Check trigger odds are increased by 50% (not 10 %) with success zones reduced by 25% (not 10 %). While Spine Chill is active, your (action speed=) Repair, Healing, Sabotage, Unhooking, (NEW: NOT Vaulting), Cleansing, Exit Gate Opening, and Chest Searching speeds are increased by 2/4/6 %." that means, vaulting can not stacked anymore, because it's clarified as movement speed and will only get affected by haste

c) we will make it - "Helping others heightens your morale. For each Survivor you rescue from a Hook, gain an additional 100 % (new: ACTION) speed increase to 15/30/60 (NOT 30/60/90) seconds. NEW: has a cool-down of 120 seconds." So after this, and the killer is back, you can vault faster to escape. your adrenalin rushes... you are into it. you are faster. but not for 90 seconds. i think a minute should be okay. and it could only be triggerd all 120 seconds. because when you are all the time in this rush.. this is not good for your health. ;)