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Every Change I Would Make To DBD If I Was That Person In Charge

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Comments

  • AnneBonny
    AnneBonny Member, Alpha Surveyor Posts: 2,252
    edited September 2022

    thoughts:

    phobia mode is interesting. never heard of a game doing anything like it before. not against it as long as there's no advantage to using it

    wouldn't hillbilly's addon changes bring back instasaw? i don't think we need that back

    i'm sorry but choice restriction sounds really bad. having agency taken away from the player like that would suck. it's justifiable for the killswitch to prevent abusing game breaking issues but perk combos that aren't causing bugs or abuse don't need a system like this

    map changes are good

    some of the shape changes are good, i could see them being applied to current myers (reduced stalking for drained survivors, stalk regeneration, etc.) but a lot of the add-ons seem to have lost what made them unique (particularly scratched mirror). tombstone piece was busted but judith's tombstone requires so much setup and only really works well in conjunction with fragrant tuft of hair. i say combine the effects of those into one add-on and give the hair tuft a different effect altogether. the one proposed here would easily be the strongest add-on in the game. the achievement change and charm also don't sound great to me, we don't need more exclusives of any kind

    really only on board with blight's add-on changes, the rest are kinda iffy imo. iri tag might actually be stronger with 4 rushes, usually you intentionally have to use all your rushes to get value from it even when you have an opportunity for an early hit


    perk changes are mostly good but:

    breakdown change is horrible

    decisive does not need to be meta again

    lithe is strong enough in its current state imo, although with the resilience change this might be okay

    prove thyself change is unclear. is it just a number reduction or a different effect?

    forced penance change is kinda eh, i'd prefer it to remain unchanged except the broken effect lasts until the survivor is downed.

    play with your food change sounds like it'd be pretty strong. wouldn't this just be a permanent %15 speed bonus for killers without special attacks?

    trail of torment just shouldn't show the generator aura. the undetectable ends after a hit so it's only good for 1 stealth hit anyways.


    i'm on board with most of this but i think there are definitely some issues

  • kizuati
    kizuati Member Posts: 1,386
    edited September 2022

    why should DS NOT be meta? is there anything wrong with a fair anti tunnel that cant be forced/abused like OTR?

  • AnneBonny
    AnneBonny Member, Alpha Surveyor Posts: 2,252

    i don't mind fair anti-tunnel perks but i do mind when it's the same perk for years. kinda gets boring running the same thing over and over again, and with how prevalent tunneling is it'd retake its place as a required perk slot to avoid it

    i want options i guess is what i'm saying

  • kizuati
    kizuati Member Posts: 1,386

    DS is good for the game and needs to be strong imo. simple and clear

  • Mooks
    Mooks Member Posts: 14,841

    Where was I again? Didn’t find time to read more than one paragraph until now..


    Map changes: I guess everyone agrees here though some changes need testing obviously with how the tiles actually turn out etc. Nothing notably to add.

    Basekit BBQ auras I don’t like. It’s still very strong on certain killers while others can’t really utilize it. And the killers it’s strong on don’t need any buffs (well.. maybe some of them, but not this kind of buff).

    Bloodlust removal I don’t know - depends on how the other changes play out obviously. But iirc even the test weekend kinda resulted in pretty much no noticeable differences? So yeah. Get rid of it.

    Corrupt basekit - haven’t read the perk change but I agree in its current form it shouldn’t be broken if it was base.

    For killer changes I am not in any way a killer main nor am I focusing enough on one/few killers to be good at them (I don’t even know most of the addons and just slap on whatever) - so not much input here from me but some specific ones

    Nurse - idk I think she shouldn’t become another normal walking speed killer and should stay special. Always liked the idea to change some addon and turning her blink attacks into special hits. Also I think Hit detection needs some adjustments as I am pretty sure Mouse has super high advantage over Controller taking away much skill for M&K players.

    Nightmare - pretty much in line with a rework suggestion I did iirc. Wonder how GeneralV approved the alarmclocks - was pretty sure they were against them completely.

    Pig - still think her crouch/ambush needs some QoL improvements. Though I don’t think traps should automatically activate in EGC. Maybe they could get a different effect during EGC?

    Pyramid Head - Obsidian Goblet seems pretty OP or am I missing something? Maybe make it so that it can’t injure and break something with one hit?

    Onryo - permanent killer instinct could become pretty annoying/possibly abusable by swf squads?

    Mettle of Man like endurance upon being unhooked sounds interesting and would definitely love to see it tested!

    Medkit nerfs also agreed.

    Electrified - I may not understand it correctly? Who is screaming/incapacitated if one electrified and another survivor ‚meet‘? And the status will jump over?

    SoloQ improvements - too much auras for my taste, I would rather see the status indicators first without the other changes and see what changes/if further improvements need to be added

    Blindness - i would leave the aura reading blindness with the restricted view

    Perks - won’t read those today.

    Map offerings - let them stay as they are and see if they are still a major problem with the map changes proposed

    Deep Wounds - sure why not.

    Server Validation - Yes.

  • GoodBoyKaru
    GoodBoyKaru Member Posts: 22,817
    edited September 2022

    not going to reply to everything but

    Onryo - I meant while fully condemned. That was my fault for not making it clear.

    Currently a fully condemned survivor has killer instinct for 6 seconds. This change would make it permanent while they're at full condemnation.

    Electrified - so to explain it i'll use Survivor 1 and Survivor 2.

    Survivor 1 has the Electrified status for 20 seconds. After 10 seconds, Survivor 2 comes within the trigger range, and so Survivor 2 screams and becomes Incapacitated for 5 seconds. Survivor 2 is now affected by the Electrified status for 20 seconds (which does begin at the same time as the Incapacitated), and will tick down independently from Survivor 1. Theoretically this could create an infinite loop of never losing your Electrified status but that requires a lot of terrible play and not being able to find a locker to hide in until it expires.

  • Mooks
    Mooks Member Posts: 14,841

    Onryo - I meant while fully condemned. That was my fault for not making it clear.

    No I understood it this way. Though I imagined a see group, one keeping the killer busy, the other building condemned for killer instinct but with their mates info and having the tv to remove condemned from them in reach.

    Electrified would only be possible to affect one other survivor, right? Otherwise two swf might be able to troll another survivor with it.

  • GannTM
    GannTM Member Posts: 10,893

    I really like those ideas for Spirit, especially the Uchiwa changes.

  • ad19970
    ad19970 Member Posts: 6,464

    The effort this must have taken is very impressive. And I have to say there are a good amount of neat ideas here.

    However, I have to be honest here, if this was an actual patch in DBD, I would be pretty disappointed with it. Most notably, while the solo survivor buffs are definitely big, I feel this would be way too killer sided. But there are certain issues in particular I think are problematic here.

    I think my biggest gripe here are the changes to skill checks. I agree with the intent though. Making gen interactions more interesting would be awesome. But these would also make them more challenging in my opinion, and that is an absolute no go. There is already a balance gap between low and high ranks, with kill rates getting higher the lower in rank you go. This would elavate this problem to a new level, especially the merciless storm basekit idea. So I do not think this would work at all.

    The second objective you suggest here sounds great. I do not know why the electrifying status effect is needed, not a fan of that at all to be honest, but I do like the idea of attaching power cords to exit gates. It would be a much more interesting side objective, as it has you moving around the map, which in return increases the risk of interacting with the killer. I also think this second objective wouldn't hurt solo survivors more than swf survivors, unlike the much suggested searching for gen parts suggestion, which is another big plus. However I think something like that is very unrealistic to ever be implemented, especially considering the map changes this might need. If it wouldn't need any map changes, maybe this could be realistic, but only in the very distant future I fear.

    But that second objective, on top of 85 second gens, on top of highly buffed regression, on top of an early game slowdown, seems way too much to me, even with all the suggested solo survivor buffs. I feel killers would have way too much time for their objective in that case. I also think that the survivor buffs are way too few. I think if BHVR would want to implement at least most of these killer buffs, tunneling and camping would have to be nerfed so much more. In fact, unless I missed it, you didn't suggest to increase the hook phase duration at all. Camping and tunneling would be so onsanely overpowered.

    Increase the hook phase duration of each survivor from 60 to 90 or maybe even 100 seconds, and give survivors a basekit DS, with a 5 second stun duration, that is activateable twice, then I could see all these killer buffs at once maybe working, though even then, I fear certain buffs, like the regression buff, might be a bit too much at once.

    With that said, there are good ideas here. The basekit anti-tunnel mechanic giving the same endurance effect as Mettle of Man for example sounds good, I feel that could even work right now at the moment, if survivors lost collision during those 10 seconds as well. The solo survivor buffs sound generally great, though I would much rather prefer some ping system over constant aura reading personally. And again, I do really like the idea of the second objective, and feel like that, in addition to decreasing gens to 80 seconds, could really be a good starting point for survivors objectives, some time in the future. BHVR could have a look at other factors, such as an early game slowdown, some time later then, when they also further nerf camping and tunneling.

    I also like the idea of trying to balance maps less in the killers favor, instead increasing the objective time of survivors. This does leave room for bigger maps. But I do think that maps like Garden of Joy wouldn't need it's size reduced either. And some other maps would need their sizes increased, especially Dead Dawg Saloon, which is already arguably a killer sided map, even when the killer doesn't tunnel and camp.

    But as one, complete patch, I think this would hurt the game a lot, at least once the novelty of all the new features wears off. I think this patch would sky rocket killer queue times to insane levels, because of the lacking nerfs to camping and tunneling, despite the insane buffs to killers.

    I also think this is very, very unrealistic, but I am sure you yourself are aware of that. I think what actually needs to happen are changes to the five main problems in DBD: Camping, tunneling, solo survivors, map balance, and the early game. Camping and tunneling need to be continuously nerfed, but of course only as much as the current state of killers allows them to be nerfed. Solo survivors need to be buffed to the level of swf as much as possible, to create a much better foundation for the game's future balance. And maps also really need to be balanced much better, also to create a much better foundation for the game's future balance. And if possible, depending on how maps are balanced, some early game slowdown like you suggested could also be added to the game.

    A second objective would definitely be awesome, and a fun new addition. But it would also be a much less time efficient solution as opposed to simply balancing maps more to make them fairer on killers. Right now, there are still a fair amount of maps that are, or can be, survivor sided, if the killer does not camp and tunnel. This does however also depend on which killers is being used. A lot of maps are pretty survivor sided for Sadako for example. For a killer like Pyramid Head, or Wesker, maps on average are definitely more balanced. And that's another thing, there are aspects like map design, and killer balance, that really cause big balance gaps, and adding a second objective does not improve that aspect at all. Balancing killers and maps however does.

    So i think the much more efficient solution to improve killers is to simply balance the survivor sided maps more fairly, reducing them in size a bit, and working on the tiles that spawn on each map, which also further incentivizes killers to go for chases, and not camp hooks. Meanwhile, camping and tunneling, as well as solo survivors continuously need to be looked at as well. And last but not least, I think some form of early slow down would also bery very much appreciated, of course depending on how much camping and tunneling get nerfed, and how maps get balanced.

    I also think the next step the devs need to take at the moment, considering queue times and kill rates, are some more adequate nerfs to camping and tunneling. Especially camping now needs some decent basekit nerfs, since it even was buffed in the 6.1.0 update. And for tunneling, I think simply buffing DS back to 5 seconds would do the trick for now, considering the basekit BT was also buffed already. As explained, these strategies also can't be nerfed into the ground, because of current map balance, right now they just need to be made a bit fairer and more manageable, considering how cheap those tactics are.

  • Lochnload_exe
    Lochnload_exe Member Posts: 1,360

    I'm curious, what is the point of Wesker's infection if it no longer hinders at max? Does it just do nothing? The hinder is a good threat of his power compared to other killers that just have things like exposed or perma injured.

  • RonMan32
    RonMan32 Member Posts: 413

    I'm a tad baffled at the lack of Deathslinger changes given the sheer amount of killers you did tweak. Every killer you mentioned needs changes and Deathslinger is perfect? You have a lot of interesting changes but as a 'slinger main I was disappointed to not find any wacky cool changes for him.

  • kizuati
    kizuati Member Posts: 1,386
    edited September 2022

    Removed Deathslinger's ammo as having a functional gun proved to be too strong.

    There,the unspoken change we all wanted

    Post edited by kizuati on
  • Coffeecrashing
    Coffeecrashing Member Posts: 3,862

    I hate the map suggestions the most, because you’re trying to kill map variety and uniqueness.

    And survivors would never be happy with your map idea. If they can’t chain multiple tiles together, they’re going to call it a deadzone, but if everywhere on the map has an opportunity to chain tiles, then it’s too strong. And this would force BHVR to hard nerf unique buildings so much that they might as well not exist anymore.

    Map dead zones are in the game for a reason. Some places on the map should be more dangerous for survivors than others, and some generators should be more dangerous than others.

    And certain tiles are sometimes restricted to certain parts of the map, to ensure these dead zones can exist. Some parts of the map shouldn’t have any strong vaults, so the survivors can eventually run out of resources in those areas.

  • pocajohnny
    pocajohnny Member Posts: 219
    edited September 2022

    "We have consulted our Fog Whisperers..." That part made me laugh. I can't see BHVR being that smart tbh.. I really hate to say it but Dead By Daylight will die LONG before HALF of these changes ever happen. xD Might as well make a brand new game..

  • GoodBoyKaru
    GoodBoyKaru Member Posts: 22,817

    "Honestly that's one of the reasons there's nothing for Deathslinger. I just don't know enough about his kit, but unlike Artist I've never tried to learn more either, so didn't feel at all comfortable making any changes (and sadly I will not ever willingly revert the nerfs without changing a lot because that version of Slinger made me want to tear my hair out in frustration)."

    From a comment on Page 2. You'll notice that Ghostface and Legion are also lacking (and probably some others) - I simply don't play them enough to know what I'd change, and I've never tried to either.

    For Legion it's slightly different. My Legion consultant was my ex and since we broke up like 3 months ago (?) I haven't played them nor do I have someone to speak to about it lmao.

    But genuinely, I don't know enough about Deathslinger to make proper changes and I'm not reverting the nerfs simply because I absolutely despised old Slinger.

  • GoodBoyKaru
    GoodBoyKaru Member Posts: 22,817

    At full infection you still get instantly picked up if he hits you with his power. What's essentially being Exposed is a pretty big threat regardless, especially with a slightly increased grab box.

  • RonMan32
    RonMan32 Member Posts: 413

    Despising old 'slinger is fair. Poor guy needs changes more than most of the killers you did actual propose changes for though.

  • GoodBoyKaru
    GoodBoyKaru Member Posts: 22,817

    Oh, I don't doubt that. But like, I left Hyperfocus mostly unchanged because I don't actually know how to effectively nerf it without making it completely useless nor do I know how to rework it into something different. It's the same with Slinger, I just don't know enough on how to buff and/or rework him

  • danielmaster87
    danielmaster87 Member Posts: 9,708

    I gotta leave a like because of the dedication and thoroughness. Just be warned you can't make posts like these without hearing, "I'm sure glad you're not a dev."

  • GoodBoyKaru
    GoodBoyKaru Member Posts: 22,817

    Oh don't worry, I was prepared for those comments. I'm shocked there hasn't been more of them, actually.

    And thank you, I appreciate it!

  • kizuati
    kizuati Member Posts: 1,386

    I still dont get why people keep saying "this will make full infection worthless and not scary"

    like hello this is literaly plague's entire power pretty much