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Outdated mechanics

I’m not here to talk about killers. In your personal opinion what is the most outdated mechanics of dbd? These could be from the beginning that serve no purpose anymore in the modern age.

I really think chests are the most outdated mechanic in the game cause it wastes time and you’re never going to use it cause the blood web gives you better items.

Comments

  • Coffeecrashing
    Coffeecrashing Member Posts: 3,861

    Terror radius ranges and lullaby ranges are much too big, and they encourage survivors to create 3-gen situations where games last way too long, when the survivors keep leaving the generators super early.

  • DavidHypnos
    DavidHypnos Member Posts: 730

    Honestly… the whole objective of the game. A killers primary goal was always to hook survivors as sacrifices. Now they can use moris. They can just bleed you out if they want. There are 4 killers who can circumvent the sacrifice altogether and perks that can too. But survivors still have the same thing to do…. Repair gens to power an escape route. I don’t dislike this - it is, essentially, dead by daylight after all. I just want to see the survivor role branch out more. Give them more to do. Give differentiation in gameplay between survivors.

  • Chilli_man2400
    Chilli_man2400 Member Posts: 2,928

    They kind of did with boon perks but the strongest one was nerfed pretty hard so now there pointless to bring

  • Necromonicon
    Necromonicon Member Posts: 27

    What about maps? You didn't even mention them they're so outdated. They serve no purpose besides finding totems and finding gens on indoor maps. At least a key could clutch a single escape in the EGC. Plus the Aura addons aren't half bad.

  • DavidHypnos
    DavidHypnos Member Posts: 730

    Yes but to me totems are like healing… it’s a secondary objective that can be conducive to your survival but doesn’t really change the overall objective. I think they’re in the right direction with them though and they just need to introduce even more new mechanics. What I’d like to see most is survivor differentiation… that each survivor has their own special skill or something that isn’t teachable like a perk. It could be something small but that could make a difference in the way you choose to play and would give more variation in builds.

  • C3Tooth
    C3Tooth Member Posts: 8,266

    I agree, chests are really redundant for how nerfed items are. The fact that you run around to find a chest, 10sec open one, to get a Green medkit that heal you in 10sec is already a favor for killer. The problem is survivor can carry 4 of them into the match without spending time on chest.

    I really think items didnt need a nerf (beside keys), they could simply bringing an item into a match. It will spawn a chest with that item in the map instead. Meaning bring 4 items will give you 7 chests.

  • Phenomenal_Ox
    Phenomenal_Ox Member Posts: 48

    doing gens I believe it's the most outdated and boring thing in this game

  • lav3
    lav3 Member Posts: 775

    Offerings

  • Steakdabait
    Steakdabait Member Posts: 1,294

    probably basement

  • humanbeing1704
    humanbeing1704 Member Posts: 8,998

    Basement in my opinion

    considering some maps still have it where a killer can block the door and make it impossible to get out is insane

  • Dreamnomad
    Dreamnomad Member Posts: 3,965

    The only thing I've seen mentioned that I agree with is the luck stat. It is completely counterintuitive. If you asked a brand new player "what do you think luck stat does in this game?". They would say something like "doesn't it have something to do with what item you get from chests or skill checks?". Because that would totally make sense.

    The rest of the things I've seen mentioned so far are just too cemented into the game. Generators aren't going anywhere. Basements aren't going anywhere.

  • DyingWish92
    DyingWish92 Member Posts: 794

    Myers entire base kit.

  • BlueMoonBRUHMOMENT
    BlueMoonBRUHMOMENT Member Posts: 93

    Luck, Fog, Hatch, Basement offerings

    Maps

    Keys

    Almost every single base kit killer's teachable perks. Not so much for survivor suprisingly.

  • Firellius
    Firellius Member Posts: 4,539

    The basement. The thing that made it a necessity is long gone, and now it's just sticking around as a massive boon to tunnelling and camping. It deserves deletion.

  • Exxodus21
    Exxodus21 Member Posts: 1,170

    For killers it's permanent hook breaking. For survivors it's either luck or map offerings.

  • Dustin
    Dustin Member Posts: 2,321

    Luck based perks and offerings.

    Hot take - I also feel self unhook attempts shouldn't lower your struggle bar. I feel every survivor should just get 3 attempts to use for the duration of the meter and this should be modified by perks. My stance on this is because we're adding bots for DC'ing and realistically the next step to stop DC'ing ruining the rest of the survivors game is stopping people from suiciding on hook.

  • Chordyceps
    Chordyceps Member Posts: 1,715

    Breakable Walls. They feel kinda like a failed experiment the devs have given up on. The last 3 maps to be added have none, Eyrie only has 3 which are all in main, and there aren't any in RPD and the last map rework to add them to an existing map was patch 4.7.0 (about 2.5 years ago) which only added two breakable walls to 3 maps, 1 to 1 map, and none to the last one. The most recent map to prominently feature breakable walls was Midwich, which released over 3 years ago at this point.