The second iteration of 2v8 is now LIVE - find out more information here: https://forums.bhvr.com/dead-by-daylight/kb/articles/480-2v8-developer-update

Things DbD could take from TCM

ThatRedPyramidThing
ThatRedPyramidThing Member Posts: 91
edited August 2023 in Feedback and Suggestions

I want to be clear I'm not suggesting one is better than the other or starting a war but there are some fresh ideas in Texas Chain Saw Massacre that could help freshen up Dead by Daylight and bring something new to the table.

1. Multiple objectives and escape routes. This is the biggest thing that could easily make DbD feel better. We've had one tedious objective as survivor for 3/4ths of a decade now.

2. Give survivors more personality by giving them unique abilities. In TCM victims are actually different. While they share a perk pool they all have unique stats and a unique ability. In DbD they are quite literally skins.

3. A bigger focus on stealth over looping. TCM feels more like a horror game than DbD for this very reason. No one has wants to be found in TCM or chased as chases are actually threatening and dangerous in TCM because you have 1 life. While in DbD you aren't afraid of a chase because you have 3 lives and multiple health states.


Please don't make a war out of this.

This is just my opinion on some things that I think DbD would benefit from implementing.

Comments

  • Emeal
    Emeal Member Posts: 5,149
    edited August 2023

    Let me get this straight, So what you are saying is... that TCM is better than DbD huh? That seems like the general vibe here.

    I'm just kidding 😎

    1 . Multiple objectives have been on the cutting board for a long time, Totems were one and well its not the second coming. But multiple escapes is already in the game, There are the Gates or the Hatch. I dont generally look at dbd and think, oh the problem here is, "there isnt enough escape routes" I personally like how simple dbd is, but I think we could add things to the Generators.

    Such as BIG Generators that take long to repair, or OLD generators that do more skill checks. All with new colors ofc.

    2 . I don't want to play a game where every survivor is trying to min/max and everyone is playing the same Survivor to get a possible advantage, as you can see in TCM atm, if you try to play "Connie" everybody wants to swap with you or quit if they dont get to play her. As well as Cook players who just go AFK cause hes so bad to play as.

    If bHVR can find a way to give Survivors a VERY minor and VERY inconsequential ability that would be great, but I dont think they even want to open that can of Worms. Like look at the problems already in TCM. I dont want that here lol.

    3 . While your point is true, Look at it from the other angle. The Killer gameplay in TCM is incredible stale and boring and that has nothing to do with because DbD has more DLCs. Its because the gameplay is design for interactions, there is a reason bHVR went away from the old hiding mechanics. Even tho you STILL can hide and its funny too.

    There are also design reasons why dbd Survivors are very lackluster with their life, because dbd fosters a game that is more about trying a new strategy and fail over and then adjusting, over failing and its game over.

    Like there are reasons I have not bought TCM because all that I can see of that game, I don't think I would enjoy playing Killer in it AND DbD already provides a WAY better experience. Idd only accept it as a free gift to try it fully as there isn't a demo 40 dollars is a lot for such a gamble.

    We shall see how TCM stands the test of time, but I'm certainly not impressed by that game when it comes to this experience that both games provides. But you certainly bring attention to some points that bHVR should pay attention to. Those are:

    1. Try again and harder with secondary objectives.
    2. Generator variations.
    3. Survivor differences, very minor ability.
    4. Make sure not to kill off stealth in DbD.

    What we think of those points are subjective, but Idd say 1, 2 and 4 are super important in the future for dbd.

  • Smoe
    Smoe Member Posts: 2,901

    Making Generator interaction more interesting and fun to do, as well as just implementing more mini games when interacting with stuff would also help alot.

  • JPLongstreet
    JPLongstreet Member Posts: 5,856

    To your point about Survs being somewhat unique but nothing game-breaking, I've always advocating making practical use out of the charms.

    Have one of Claudette's increase healing by like 0.5%, or one of Trapper's increase the time to set or escape a trap by a third or a second, or one of Feng's vaults a third of a second quicker.

    Things like that, nothing huge just a tiny bump. But universal so they can still go on any surv or on any hook.