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Suggestions for Ballance

Chekita
Chekita Member Posts: 184
edited December 2020 in Feedback and Suggestions

I would put those suggestions on feedback, but since there almost no one gives their opinion about them (not devs or players) I think here at least I could get some feedback about these ideas.

Two things I hear from both sides depending on the ranks we are talking are: (1) gens go too fast (from killers), (2) tunneling is too strong, etc. Which I think both are correlated to each other. In the same way it's possible for survivors in some instances to rush their objective because of strong setups and simply changing who is distracting while others sit on gens, killers see how it's much more effective to take out the weakest links to disrupt generator progress, specially if their setup or strategy was not effective (or in some cases that IS their strategy from the get go).

Suggestions, seeing how those are linked:

(1) Continue changing stronger loops into weaker loops, but don't force to break multiple walls in every occasion as well and change windows to 2 vaults for blocking instead of 3, but making the blocking stay less time. Meaning, if you manage to go back it will be possible to use it earlier. At the same time make it so there are less dead zones in the map. Weaker loops with stronger, but make sure there are not 2-3 loops close together, specially strong ones (This might be difficult considering RNG, but if the types of loops are at least constrained like pallets, but no windows in proximity, or high/low walls so one can be mindgamed and another shot through it would make so any one can distract for some time if they do it right, but not for an eternity in case the killer decides to stick with them);

(2) If indeed the stronger loops and close loops are changed, BL (blood lust) needs to go. Taking it off after a few changes would be extremely necessary.

(3) Since killer can't power through with BL in the weaker, or mindgamable loops anymore (from above) and survivors can't distract for enough time for losing a game with 3 strong loops close together that right down force the killer to break chase, tunneling becomes less necessary for making chases be less longer, thus it makes sense changing hook interactions to protect from further tunneling and camping (which made some maps with lots of dead zones a walk in the park for both things).

Hooks would have no timer anymore unless in three situations: (a) all generators are done (no doors open); (b) ECG begins; (c) everyone is on hook or dead. In those the previous timers work in the same way as before to avoid infinite hooks. By making every hook state, but the last, not end unless the survivor decides to kill himself would certainly force killers to seek others more than the current state where your time is counted and less experienced players easily disconnect or kill themselves because of the sense that they will simply go from hook to hook in a few seconds not actually playing the game.

At first it would change the culture of suicide and camping/tunneling by games where people simply stare at hook, until they finally realized their strategy doesn't work even on random teams.

Of course, all of that would depend on more tweaks to maps because in some cases there are still some pretty absurd loops with multiple pallets and windows (main buildings etc), the 2 vaults and so on, there are also some reworked maps that got too many dead zones with nothing to work on, which is also absurd. I think in the end, making the chases shorter by always possible to spend some time by default will be better for the ballance than unnusually stronger loops and dead zones.

Post edited by Inji on