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If you had a chance to change something in this game, what would it be?

We all know that DBD has many problems that need to be resolved. Gens speed, perks, some killers, graphic, fps drops and so on. Otzdarva made a video about this topic, but after watching it I got a question about how would players change the game, if they had a chance. Beside some obvious issues, what would you like to see, rework? Or maybe add some new mechanics?

Feel free to share all you thoughts and ideas :)

Comments

  • TheWarNung
    TheWarNung Member Posts: 794

    OoO and rampant bugs.

  • Moundshroud
    Moundshroud Member Posts: 4,458

    I would have new Players, i.e. Ranks 12-20 (both Killer and Survivor) go up against Bots to learn their basic Skills. Said Bots would still be there to take over if someone disconnects past these levels, and thus provide some stability to matches that would otherwise be ruined. This extended learning period would at least let the true Newbies get the basics down.

    After that initial period is over, I would start cycling them into playing against other Players.

  • Lx_malice
    Lx_malice Member Posts: 1,417

    I would fix all of Nurse's bugs. I'd like to do other things but that's what I want the most. She's been bugged for so long now and it's just really disappointing. I love playing her but the bugs can get really frustrating.

  • BigHat
    BigHat Member Posts: 97

    Performance

  • BabyBubz
    BabyBubz Member Posts: 72

    No, you can talk about the most obvious problems, I'd like to see opinion about everything here, it's just interesting if you mention some unpopular stuff as well <3

  • Boss
    Boss Member Posts: 13,616

    Turn Hex: Devour Hope's 2-Token bonus into something else.

    Don't have an idea right now, just really dislike that bonus.

  • RaSavage42
    RaSavage42 Member Posts: 5,549

    I would add to that by saying... a conversion system

    Brown BP offerings= yellow BP offering

    Yellow BP offerings= green BP offerings or pudding/cake

    Green BP offerings= BPS

    also... one of each= evelopes/ Hollowed shell

  • DwightFairfield
    DwightFairfield Member Posts: 1,246

    like gaining points for "fear" events, like scaring survivors off of gens or gaining points when a survivor misses you with a pallet

  • RaSavage42
    RaSavage42 Member Posts: 5,549

    I would attempt a role system....

    The roles would be:

    Gen Jocky-

    Runner-

    Healer-

    Decoy-

    There're would be more as more survivors and perks are added

    Either a bonus applied to the survivor you chose to play

    OR

    Select a survivor with the bonuses already applied

  • CornHub
    CornHub Member Posts: 1,864

    Make all the maps bigger. I don't know how it'd be balanced, but changing all the maps to be bigger would be pretty cool.

  • twistedmonkey
    twistedmonkey Member Posts: 4,293
    edited October 2020

    I would remove most aura perks and notification perks, DS and all the notifications down the left for hex perks and turn the game back into a not knowing experience.

  • Emeal
    Emeal Member Posts: 5,167

    idd remove moris and replace it with a system that rewards Killers with a mori based on service to the Entity, meaning the Killer could be granted a mori at any point ingame, however I would make sure it happens rarely enough to make it pleasant to play survivor again.

  • SweetTerror
    SweetTerror Member Posts: 2,695

    I'd settle for either fairer matchmaking, a practice mode, or reducing the grind. Granted we need all three, but after 4 years I'd easily take one of those.

  • Justalittlepeeck
    Justalittlepeeck Member Posts: 1,101

    No, I'm not talking about points, I can already get ~30-32k every game easily.

    I'm talking about an actual reason to hook every survivor repeatedly and let them all play till the end. Right now there are no reasons to do so apart from pathetic pity.

  • Kees_T
    Kees_T Member Posts: 811

    I would like a change to the old kicking gens mechanic. Kicking gens now is a waste of time and does nothing, and I feel forced to use certain perks to compensate a outdated mechanic.

    So here's my proposal: Kicking a generator will make it instantly regress by 7% of its total progression, and regressing generators loses -0.5 (from -0.25) charges per second.

    When a survivor interacts with a regressing generator, the survivor will need to complete a normal skill check, if they fail, the gen keeps regressing but wont lose any extra charge.

    Technichian buff: When interacting with a regressing generator, the skillcheck sucess zone is increased by 90%.

    When kicking a generator, the energy cable of the generator will disconnect from the generator and fall on the ground(gen is regressing), when a survivor interacts with the gen, they will make an animation to plug the cable again, its where the skillcheck check appears, if they fail, they will receive a shock and they will drop the cable, needing to do it again. Only one survivor can plug the cable.

  • MrLimonka
    MrLimonka Member Posts: 545

    Complete overhaul of bloodwebs and the game economy. The bloodweb worked when there were 6-7 characters on each side and not that many perks.

    Now? Not only it is RNG, it also all feels very grindy. Definietly needs a change

  • AvisDeene
    AvisDeene Member Posts: 2,396
    edited October 2020

    First thing I would do is overhaul the ranking and matchmaking systems.

    I would make it so players are only matched with similarly matched players of plus/minus 4 (maybe 5) ranks.

    Lower ranked players will be limited with how many perks they have. Rank 20 will start out with 1 perk with the second perk unlocking at rank 17, third perk at rank 12 and fourth perk at rank 9. This would help discourage people from de-ranking and bullying low rank Killers.

    I would make Self Care baseline for Survivors and Whispers and Ruin (game really needs to be slowed down a little)baseline for Killers.

    I would implement teleporting hooks during the beginning of the trial where once a Survivor gets hooked for the first time, they get teleported away from the Killer to discourage camping. This will only take into effect if there are three or more gens still up and only if the Survivor hasn’t been hooked. This disables once all the Survivors have been hooked once or if three gens are powered.

    OoO will be removed from the game.

    DS would be removed from the game. Instead, new game mechanic where if the Killer manages to tunnel of hook, DS will be baseline and be deactivated if the Survivor works on an objective or gets healed. DS will also deactivate once all gens are powered.

    I will implement different elements on maps. Some maps will have ice you can slip and slide on, moving floors, water that you can wade or swim through, ladders you can climb and the such.

    A high polygon model of Michael Myers would be introduced with a new shirtless cosmetic that will showcase his hard work at the gym.

    All Killers will have a new cosmetic that is just a version of them before they became the monsters they currently are.

    I will overhaul cosmetics. Every player model that isn’t licensed will have more customization. You’d be able to have slots for hair, head (hats, crowns), ears, eye color, finger nail colors, chest piece, leg piece, shoes, cloaks, and so on. All cosmetics will be built in order to act independently so you can mix and match to your hearts content. Recolors will be available through shards. More cosmetics in the store will also be made for shards.

    Auric Cell cosmetics will be more interesting and “cooler” than what we have now, and Cosmetics purchasable with shards would be similar in quality to what we can buy with current Auric Cells.

    Post edited by AvisDeene on
  • aregularplayer
    aregularplayer Member Posts: 906

    its developers

  • APoipleTurtle
    APoipleTurtle Member Posts: 1,274

    Maps. I forget where I'd originally heard the suggestion at this point, but I really liked the idea of using handcrafted map seeds instead of the procedural generation system.

    Though this will likely never happen; the Devs do want to stick with the possible variety-through-randomness that the procedural system has going for it. ...which would also be fine if they can continue to refine the system to not create extremely unfair (or sometimes broken) elements on some maps.

  • isilmerel
    isilmerel Member Posts: 136

    Auto-buy bloodweb. If I'm not looking for particular perks/items, let me just auto-buy the the bloodweb so I don't have to click for 20 minutes.

  • Chordyceps
    Chordyceps Member Posts: 1,713

    I would change how Adrenaline slightly. I'm fine with the ignoring exhaustion and the speed burst, it's the instant heal I really don't like. I believe this perk's design is incredibly outdated. Instant heals existed in medkits before in the anti-hemorrhagic. The insta-heal effect got changed because being able to just instantly heal yourself on a whim was just busted. Ever since the anti-hemorrhagic syringe, only one other insta-heal type thing was added, and that is For The People. And that's also a perk you can only use to heal other people and you recive a MAJOR penalty for doing it, being broken for a minute and a half a tier 3. By comparison, with Adrenaline you gain a full health state AND a speed boost with basically no penalty since it ignores exhaustion just for being alive. I think a good way to keep the perk true to itself while also changing it so it's design is no longer outdated would be to have the healing portion of it working like the modern anti-hemorrhagic syringe. I think it should heal the survivor over a 15 second time period. And I also think the perk should have an active element. Right now adrenaline is really a completely passive perk, which is something Ruin got reworked for being. I think it would be good to have the time to heal from Adrenaline be reduced for every generator you complete. This way you can work to make the perk even stronger over the course of the match if you want to, adding at least a little bit of strategy to it instead of just waiting for it.

    So yeah, those are my ideas for changes to adrenaline and my justifications for them.

  • ggallinftw
    ggallinftw Member Posts: 351

    I'd either get rid of crossplay or I'd get rid of those "screw your teammates over until you can complete X action twice in one trial" challenges.

  • AVoiceOfReason
    AVoiceOfReason Member Posts: 2,723

    I personally would like to see a no perks/offerings game mode, except bloodpoint offerings. Nothing but raw skill and built-in BT with a 15 second timer just for those who want to face camp someone for no real reason and no bloodlust. Let true skill shine in, rather than relying on perks from everyone. I think it would be much more interesting.

  • Withered8
    Withered8 Member Posts: 1,241

    Big delete button for deathsligner and spirit.

  • Hex_Llama
    Hex_Llama Member Posts: 1,837

    I think matchmaking is the most urgent issue and, if that were fixed, it would make a lot of other problems feel less annoying because the match would be more balanced overall.

  • hurryingok
    hurryingok Member Posts: 49

    Imo the problems are high level.

    The design strategy is to get players engaged by making them frustrated.

    We play the game for the challenge of a fair match, not the hopeless feeling of being sent to Ormond as a Trapper, or as a solo queue survivor mori'd on Midwich.

    I want them to start a sequel with this in mind and end support for this version asap.

  • Add an offline mode or add tutorials for each killer. If you get a new killer and just join a match you won’t be able to use your power that well

  • BabyBubz
    BabyBubz Member Posts: 72

    well, i don't even need any offering bc as a killer i mostly get ormond, lery's, rotten fields and other super good maps :D