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Quick, Easy and Specific Suggestions For The Game: Core Mechanic Tweaks and Perk Changes

AnonymousPigeon
AnonymousPigeon Member Posts: 3
edited December 2020 in Feedback and Suggestions

Hi,

I have some quick suggestions for the game. I identify some aspects of the game which I think are problematic and then propose my solutions for them. Let me know what you think! Some of the details no doubt would need a little tweaking here and there but I believe the core suggestions I make are good (hopefully). I identified 7 problems that I wanted to address in this post.

I give specific suggestions for each problem. Before starting, I want to give a brief snapshot at the problems I discuss:

Problem 1: The perceived essentiality of DS and BT

Problem 2: DS needing changes

Problem 3: Making winning games more viable for killers without needing to camp/tunnel/mori

Problem 4: Mori changes

Problem 5: Key changes

Problem 6: Preventing camping

Problem 7: Object of Obsession issues


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Problem 1: DS and/or BT feels essential for a lot of survivors, as without them you can get tunnelled which drastically reduces the enjoyment of games. This leaves it feeling like you only have 2-3 perk slots which you can actually customise, as DS/BT feel essential, which makes it feel like you have less freedom/creativity/customisation options for your build in the game. DS also costs money to get (without waiting months for it to be on the shrine), which not all players have the luxury of being able to afford on top of the base game.

Problem 2: DS should be a counter to tunnelling, but as it stands its duration goes beyond this, making it extremely frustrating for killers to have to deal with even when they aren't tunnelling.

Solution for Problems 1 & 2: Make all survivors have the following effects: Once unhooked, survivors get the DS effect for 1 minute. If the survivor is outside of chase for at least 30 seconds total of that minute, this DS effect is deactivated. If downed while this DS is active, survivors are given the Unbreakable effect; they can pick themselves up and their recovery time is increased by 35%.

This would make it so that tunnelling is discouraged but perk slots don't need to be used up to do so, and the anti-tunnelling measure isn't too unfair for killers. Killers also can't just down people who have been recently hooked to slug them without the survivor being able to quickly be picked back up by themselves.

This also frees up 2 perk slots for survivors, increasing creativity/customisation in the game.



Problem 3: The difficulty level for killers stopping 5 generators being completed with all 4 survivors alive is too high without having to either camp, tunnel or bring moris (things that decrease game enjoyment) or use Undying + Ruin (taking up 2 perk slots, leading to build customisation/creativity feeling lacking).

Solution for Problem 3: Regardless of the perks a killer is running, when a survivor is not actively working on a generator, it regresses at 40% normal regression speed. Kicking a gen is still possible; kicking a generator increases the regression to 100% normal regression speed. This will make it easier for killers to delay generators being completed, hopefully without it being too difficult for survivors either.


Problem 4: Moris, especially high tier ones, increase the game's difficulty too far for survivors.

Solution to Problem 4: Moris should be used as a way for killers to eliminate survivors who are already on their last hook, but in a cool/fun way, and without the risk associated with picking up + hooking a survivor (getting stunned etc.). Suggested moris are as follows:

Cypress - Kill 1 survivor by your hand who is 1 hook away from dying

Ivory - Kill 2 survivors by your hand who are 1 hook away from dying

Ebony - Kill 3 survivors by your hand who are 1 hook away from dying


Problem 5: Keys increase killer difficulty level too much.

Solution to Problem 5: Only 1 survivor can escape through the hatch using a key, and only 1 key can be used per game. Opening the hatch takes 3 seconds. I do not want to take credit for this idea as I have seen each of these two changes suggested before.


Problem 6: Killers can camp survivors on hook which is too punishing/enjoyment-reducing for the hooked survivor. Not all killers care about ranking up and so the loss of points is not enough of a deterrent to prevent this problem from happening.

Solution for Problem 6: If the killer stays within 15 metres of the hooked survivor for more than 20 seconds total without being in chase, the survivor can unhook themselves and has the BT effect upon doing so. They can do this even if they are in the second stage of the hook.


Problem 7: Object of Obsession is too powerful against trapping killers. It also can be too powerful in SWF lobbies. Whilst Object of Obsession does not increase survival rates according to stats reported on one of the Q&A livestreams, I believe that if if stats were run on only SWF lobbies, or against trapping killers, Object of Obsession would be shown to be too powerful in preventing killers from getting at least 3 kills.

Solution to Problem 7: Object of Obsession should only last for 5 seconds each time it is used. There should be a cooldown between using it; it can only be activated every 30/25/20 seconds. Killers should be notified when an Object of Obsession has activated, so that they can see this is the case when in any trap-placing animation, to know that this trap is no longer viable.


And that's all for now. Thank you for reading! Please let me know what you think. 😀

Post edited by AnonymousPigeon on