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Improvements for DBD (read everything carefully)

Masterninja
Masterninja Member Posts: 426
edited December 22 in Feedback and Suggestions

Please focus on the ideas and concepts behind the changes, the numbers can always be tweaked. You will also found changes/reworks that both nerf and buff killers and survivors.

With more than 200 perks, a lot of them are copies of others, with no creativity. Seems that the devs are running out of ideas. Survivor gameplay needs new features, actions or secondary objectives to be more interesting and entertaining. Perks like diversion, repressed alliance, any means necessary, hyperfocus, blast mine, boons, flashbang, red herring, chemical trap and wiretap, are good examples.

Ideas

Wall up: you can reinforce up right pallets and breakable walls, takes 14s (skillchecks) and makes noise. Increases pallets breaking time by 25% and breakable walls by 50%. (90s cooldown)

Snare trap: you can trap an up right pallet with a rope, takes 14s (skillchecks). When the killer passes through the pallet, this falls down stunning them for 1,25s. (90s cooldown)

Handyman: shows the aura of the remains of broken pallets on the map, from them you can pick up a piece of wood (only one time per location), after collecting two pieces you can rebuild (14s) a new pallet that breaks when stunning the killer. If there's no stun, it doesn't break.

Hurry: gain 15% Haste while being more than 36m away from the killer.

Barbed wire: in doorways or in contact with windows you can install a trap, which takes 14s (skillchecks). When the killer goes through the doorway/window, the trap is destroyed but they suffer 50% Hindered for 2s. (90s cooldown)

GENERATORS

The generators pole makes it very easy for survivors to find them. Visionary, deja vu, clairvoyance, detective hunch, boon: illumination and maps get their value reduced a lot in outdoor places. The pole needs to be shorten by half.

Totems now do not spawn within 12m from gens. Prevents hexes from being found near the survivor objective.

Objective rework: gens have stayed the same for more than 8 years. Survivor gameplay outside chases can be very boring without perks like Hyperfocus. The chests are also a very outdated mechanic that most of the time don't give enough value for one to bother opening them. These changes kill two birds from one shot, and yeah, they aren't perfect. The main problem is how they affect perks, both killer/survivor generator perks and toolboxes would require nerfs to adjust to these changes.

Brand new part now is a Limited item and no longer a toolbox red addon.

Gen repair time goes from 90s to 70s. When gens reach 50%, they cannot continue to be repaired until a Brand new part is installed. Brand new parts are found in chests with red padlocks, there are 7 on the map which are revealed to killers with red auras (and to survivors within 6m). Killer and survivor chest/skillchecks perks also apply to them. Base regression speed from 0,25c/s to 0,5c/s. Gens can regress to 0% even with Brand new parts installed.

Unlocking red padlocks takes 24s and every few seconds very difficult skillchecks (the Overcharge kind) appear. Hitting them grants 15% extra progress and failing them doesn't make loud noise notifications. Survivors picking up Brand new parts are revealed by killer instinct for 4s. Survivors can see the aura of dropped Brand new parts from anywhere on the map.

Note = Chucky and The Unknown could have the ability to hide inside normal/red padlock chests and Freddy could trap them in some way. Meanwhile the Pig reverse beartraps would activate when a gen reaches 50%

ITEMS

Normal chests on the map from 3 to 4. Survivors can see the aura of dropped items in a 10 meters radius. Now survivors drop items on the ground without stop moving. Firecrackers and refined serums are now normal items with addons that you can obtain from the bloodweb and from chests at any moment. Refined serum: after injection (1,5s) gain 5% Haste for 16s.

Medkits

Camping aid kit (brown): removed. The rest of medkits are now 1 rarity lower.

Anti-haemorrhagic syringe: from add-on to item. Injection (5s), after 16s gain one healthstate.

Maps

Map (yellow rarity): 15 seconds, 3 initially tracked gens, 1 normal chest and 3 red padlock chests.

Rainbow map (purple rarity): 20 seconds, 5 initially tracked gens, 2 normal chests, 5 red padlock chests and the hatch.

Toolboxes

Now they can also reinforce pallets and breakable walls with 6 charges, takes 14s (skillchecks) and makes noise. Increases pallets breaking time by 25% and breakable walls by 50%.

Sabotage rework (6 charges): sabotage now takes 20s (skillchecks), stoping the interaction doesn't take away the progress. Now the action makes it so when a survivor is hooked on the sabotaged hook, after 20s this one breaks on itself, freeing the survivor (still gains Endurance and Haste). Hook rebuilds after 30s.

Note = now is an action which you always gain value from without removing hook points from the killer

Worn-out tools & Mechanic toolbox (removed)

Toolbox (brown): 18 charges, increases repair speed by 20%.

Alex toolbox (yellow): 18 charges, increases repair speed by 20% and sabotage by 25%.

Commodius toolbox (green): 30 charges, increases repair speed by 20%.

Engineering toolbox (purple): 24 charges, increases repair speed by 20% and reinforce by 33%.

Keys

Now can also be used to open normal chests instantly. Increases red padlock chests unlocking speed by 50% but consumes 8 charges.

Broken key (removed) / Dull key (16 charges) / Skeleton key (32 charges)

Flashlights

Now they work on uses not seconds, while having charges left you can turn them on for as long as you like. Blinding the killers or zombies will consume 1 use. Killers can no longer be blinded if they already are. Time to blind from 1s to 0,8s, window for flashlight saves from 0,4s to 0,3s and stun duration from 3s to 2,5s.

Yellow flashlight (6 uses) / Sport f. (7 uses) / Utility f. (8 uses)

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Brown (35%): first aid kit, firecracker and toolbox.

Yellow (30%): emergency aid kit, flashlight, map and alex toolbox.

Green (20%): ranger med-kit, sport flashlight, refined serum and commodius toolbox.

Purple (10%): dull key, utility flashlight, engineering toolbox and rainbow map.

Pink (5%): anti-haemorrhagic syringe and skeleton key.

SURVIVORS

Extra progress from great healing skillchecks from 3% to 5%. Now pallet saves have a 0,2s window, but stun duration goes from 3s to 2,5s.Teammates can now see each other perk loadouts in the lobby and in the escape menu during a match.

Now when dying survivors have 95% recovered by themselves, a 40s timer starts. Once it ends they can press a button to increase their bleed out speed from 0,25p/s to 2p/s (30s), meaning they will bleed 8 times faster.

Emblems: now Iridescent Unbroken (escaping the trial without having been on the ground once) can only be achieved if you also gain the Silver Evader, while Gold Unbroken (escaping the trial having been on the ground at least once) now can also be achieved if you have been chased for more than 2 min.

KILLERS

Remove bloodlust Tier II and III.

Each time you hook a survivor for the first time gain 10% Haste for 10s.

When the killer has hooked all 4 survivors and has a total of 8 hooks, it gains the ability of moring all remaining survivors in the match.

Now killers match performance (grade) is based on hooks, because kills doesn't equals skill:

  • 0 - 2 hooks = Entity displeased
  • 3 - 4 hooks (at least 2 survivors) = Entity hungers
  • 5 - 8 hooks (at least 3 survivors) = brutal killer
  • > 8 hooks = merciless killer (gain extra punctuation for every survivor moried with the previous new MORI feature)

Trapper

To get free from the traps, survivors need to hold the button for 5s (+1,5s from the initial animation of stepping in the trap). Injured survivors who get caught in bear traps suffer a 5% Hindered until they heal. Trapper can carry and starts with 7 bear traps in hand (none on the ground). Survivors aura and location won't be revealed if they don't scream when trapped.

Now after 45s of being disarmed, traps reactivate by themselves with a sound cue that survivors can hear within 10m. Rework his red and purple addons.

Michael Myers

Stalking survivors doing conspicuous actions gives 25% more Evil within. Now Michael can stalk multiple survivors at the same time. You can press the secondary ability button while in Evil within 2 to reset yourself to Evil within 1.

Completely filling the meter doesn't automatically level up your power anymore. Press the ability button to progress Evil within from 1 to 2 and from 2 to 3. Now in Tier 3, the meter stops decaying while carrying survivors. Rework his red and purple addons, even though they are cool and unique, their designs are horrible.

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Clown: having so much bottles in his basekit allows him to spam his already easy to use power. He should require more skill.

Bottles from 6 to 4. "Fingerless parade gloves" is now base kit. When the bottles hit directly survivors, they get an extra 7% Hindered. When holding a bottle, the clown can change the throwing arc: normal or with a 60º angle. Now when bottles travel more than 10m, the gas area gets bigger, up to +50%.

Xenomorph

Cooldown on destroying turrets with tail attacks from 3s to 2,5s. Crawler mode cooldown from 35s to 25s. Tail attack charge time from 0,2s to 0,25s. Xenomorph no longer can lunge his basic attacks while in Crawler mode (like Myers Tier I). Survivors now are able to hear the killer getting back Crawler mode 3 seconds earlier. Noise made when exiting tunnels reduced by 33%. Hindered when carrying turrets from 35% to 20%.

Dredge

Remove the background noise (screams) during Nightfall for both the Dredge and survivors. Also remove the dark edges around survivors camera in Nightfall, but Dredge no longer gets hightlighted. Remove the sound and visual effect when Dredge stays hidden in lockers. Lockers exit time outside Nightfall from 1,5s to 1,25s and movement speed while holding the power from 3,8m/s to 3,7m/s. Make the locker placement and number around maps more uniform and consistent, stop with the "twin lockers" spawns cause its terrible.

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Unknown: can we please have some kind of option in the lobby to switch the UVX for a crawling mode, for the people who want to see him run on all fours?

Hunting mode: press the button to enter it intantly with no sound and no slowdown, the camera goes in 3rd person. Go Undetectable and move at 6m/s, but you make a 12m low and fast running noise. You can't attack, teleport to Hallucinations nor interact with objects, but you vault windows in 1s. Exiting it makes you stop dead in your tracks and wait for 1,8s before being able to move again. You also don't create Hallucinations.

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Nurse: lunges after blinks are considered basic attacks again. Maximum blink range from 20m to 18m and of additional blinks from 12m to 10m. Travel speed of blinks from 13,3m/s to 12,3m/s. After being stunned by any means, for 2s Nurse can't use her power and the blinks dont recharge.

Pinhead: he no longer breaks chains attached to survivors with his body. Chains spawn cooldown during Chain hunt increased by 2s. Gateway maximum placement range from 16m to 20m. Now 1 extra chain will spawn if you hit survivors with the possessed chain while the gateway is more than 12m away from Pinhead. Note = the last two encourages sniper shots

Houndmaster: chase command cooldown from 3s to 4s and dog vaulting speed from 0,45s to 0,65s. Survivors detected by the dog no longer get Deep wounds when hit. Now once the dog reaches the place you pointed him, you can make him perform a dash from that location, but only one (you can't redirect).

Vecna: Mage hand no longer blocks pallets, time to lift downed pallets 0,35s (was 0,5s). Note = everyone only uses Mage hand to block, instead of lifting pallets, which is a cheap and uninteresting way to outplay survivors

Sadako: her true invisibility while Demanifested lasts 0,9s not the official 1,2s. Now survivors holding videotapes are immune to the condemn from TV's but gain 1 condemn stack every 40s outside chase.

Twins: time Victor can be static in one place from 90s to 30s, time to recover after bumping into an object from 3s to 2,5s and missing an attack without bumping from 3s to 2s.

Pig: now the Pig only roars when the ambush dash charging meter is at 50%.

Deathslinger: Deep wounds removed. Stun duration when survivors break the chain from 2,7s to 2,3s.

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Legion: their big problem is how boring and annoying mending is for survivors. Another is how one has to depend on their teammates to avoid not getting the instadown.

Feral frenzy no longer applies Deep wounds. Slashing healthy survivors injures them, slashing injured survivors now gives them 3% Hindered until they heal (they also vault 5% slower). After hiting a survivor, the feral slash to the second will give them 2% Hindered, the third survivor suffers 4% and the fourth 6%. The Hindered stacks if the survivor is already injured. I believe players would choose the bit of Hindered rather than the Deep wounds.

The fatigue by cancelling the power goes from 3s to 2,5s and the one by entirely draining the power bar from 3s to 1,5s.

Singularity: I want to encourage the use and placement of biopods, not the cannon. The noise of it's footsteps is too loud, needs to be lowered by 75%.

Biopod cooldown after tagging a survivor from 3s to 2,5s and EMPs hack duration from 45s to 30s. Now teleporting to tagged survivors directly with the cannon will remove the tag from them, meaning you will only get one teleport if you use the cannon. Haste from Overclock mode from 3% to 5%. Now to retrieve EMPs from 3D printers, survivors have to complete the (up, down, left, right) mini-game, but there are 20 steps, failing one resets it and reveals the survivor with killer instinct.

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Trickster: his spamming power is too opressive in low cover loops and open spaces while being almost useless in jungle gyms. He needs to be a killer with whom you show good aim and let survivors have a chance to dodge his attacks.

5 knifes are needed to take away health states. Throw rate from 1 knive every 0,3s to 1 every 0,7s and time to enter Throw state from 0,35s to 0,3s and to exit from 1,25s to 1s. Time for Laceration to start decaying from 15s to 30s. Movement speed from 4,6m/s to 4,4m/s, terror radius from 32m to 24m and remove his lullaby. Main event duration from 6s to 4s.

Freddy

Terror radius from 32m to 24m. "Wool shirt" is now base kit. Freddy can now teleport to completed gens and exit gates. Dream snares tokens from 5 to 7, Hindered from 15% to 25%, placement range from 2m to 10m, but now have a 6s cooldown and an activation time of 8s. If survivors step on them when being more than 36m away from Freddy, they will scream, sink on them from waist down and get stuck for 6s.

Note = now Freddy has an strong anti-loop power that requires set-up beforehand with thought and strategy to gain value from it

Ghostface

Downed survivors can no longer reveal you. Range within survivors can reveal Ghostface from 32m to 24m, but the white arrows showing their position no longer appear on the killer HUD.

While in Night shroud Ghostface can hide in lockers, but unlike Dredge his vision is limited. You can stalk survivors within 20m. Ghostface can exit lockers fast and loudly or slow and silently. This cannot be performed near hooked survivors.

Nemesis

Zombie speed from 1m/s to 2m/s. Healthy survivors can put them on the ground for 10s by pressing the interaction button while in contact (they will wiggle with the zombie for 4s while facing continuous skillchecks). Now Nemesis can press secondary ability button to roar loudly and call the nearest zombie within 32m to his location. This cannot be performed near hooked survivors.

Remove the 0,3s lingering hitbox of the Tentacle strike.

Artist

Now Dire crows can be aimed in any direction (not only horizontally) and each of them has an 8s independent cooldown. Dire crows are no longer able to take away healthstates if survivors are not swarmed first. "Severed hands" is now basekit and repelling crows by hiding in lockers takes now 6s.

Reduce how long survivors can't be hit by multiple Dire crows from 0,75 to 0,5s. Now the time to repel increases the further the Dire crow has travelled: >20m = +2s / >40m = +3s / >60m = +4s / >80m = +5s

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Chucky: I just want him to be more unic and different from the other killers.

Chucky no longer makes noise when vaulting windows. Playtime now has 3 charges (10s cooldown), each ability below consumes 1 charge:

  • Hold the ability button to charge Slice and dice.
  • Press the ability button while in contact with downed pallets to go under them (1,4s). Doesn't requires Slice and dice.
  • Press the secondary ability button to activate Hidey-ho mode for 12s.

Skull merchant

Hold button and release to make the drone fly away (the longer it's hold, the further goes) up to 16m, then goes into Scouting mode. Tapping the button makes drones position itself normally into Stealth mode. Now you gain Undetectable by staying inside a drone area for 2s (not near hooked survivors) and lasts 3s once outside. Hacking drones gives claw traps (30s).

Survivors getting scanned for the first time are tagged with claw traps (45s) and makes the Skull merchant Undetectable for 8s. Claw traps no longer apply Deep wounds, Broken nor Hindered. Once the battery dies, do the (up, down, left, right) minigame to remove them. Claw trapped survivors getting scanned are revealed by killer instinct and get Exposed for 20s (doesn't reset until the timer run out), it also triggers the Undetectable.

Hacked drones (white aura)

Stealth mode (yellow): the area of the effect shown on the ground is only visible to the killer. Survivors inside are revealed in your radar. Laser beam rotation of 80º/s but the drone only shows a small light. Press the attack button while looking at you radar to put them into Scouting mode.

Scouting mode (red): laser beam and area of effect visible for survivors and rotation speed of 120º/s. Changing rotations puts the power in a 3s cooldown (no longer gain Haste).

REALMS

Remove basement from all maps and the pallet inside shack.

If you go here you can see from 7:30 to 10:43 devs personal tester "https://www.youtube.com/watch?v=WSv_XpHQwh8". With this I got into the conclusion, that at least, all "single pallet loops" in the maps should be between 8-12m to be balanced for both killer and survivor.

Remove all the weak/unsafe jungle gyms variations and the double pallet loops. Make the locker placement and number around maps more uniform and consistent, stop with the "twin lockers" spawns cause its terrible. Remove all the variations of each map that don't have a unic landmark or main building. They have no self identity and don't feel special or different to play. Remove the invisible walls located in front of drops in the upper floors of buildings. Stops killers from doing cool tricks.

Macmillan estate

-Make the water tower an accesible structure to go over to have one more high place to drop from.

Coal tower and Iron works of misery: remove all breakable walls of the main buildings.

Groaning storehouse: make the staircase inside the main building accesible to have one more high place to drop from.

Autoheaven wreckers

-Increase the lenght of the LT walls and the height of jungle gyms. Make it so players can go on top of the car piles and be able to drop from them.

Gas heaven: remove the pallet between the shelves inside the main building.

Azarov resting place: make it more square.

Wreckers yard: removed.

Colwind farm

-The atmosphere is too warm and calm. Lower the map lightning so it's like Dead dawg saloon.

-Increase the lenght of the LT walls, reduce the wall length of jungle gyms (only the oldest version). Replace the newer jungle gyms with more decent versions.

Torment creek: increase the amount of wooden planks on the walls of the main building to obstruct vision.

Fractured cowshed: put a staircase inside the main building, right where basement spawns so players can access the upper floor and have one more high place drop from.

Rotten fields: removed.

Crotus prenn asylum

Father campbell chapel: remove all breakable walls from the main building. Idea for the future = take away all the circus staff and save it for a big circus map. Replace it with a cemetery.

Disturbed ward: remove the pallet of the asylum front entrance.

Haddonfield

-Put taller automobiles along the street to obstruct vision (vans, another truck and a school bus).

-Make the outskirts and the two ends of the street safer (more traffic fences, concrete blocks and hedges, some windows and stronger pallets).

Lery's institute

-Remove the god pallet in the office and the one in the outer halls. Reduce the number of windows by 25% and buff some weak pallets.

Red forest

Temple of purgation: put some windows and buff the pallets in the crypt under the temple, so it stops being a dead zone. Also create a third entrance with stairs outside the temple.

Springwood

-Remove badham preschool IV and V and remove all the breakable walls in the buildings

Gideon meat plant

-Remove the god pallets on the lower floor. Reduce the number of pallets on the upper floor by 25% and put more windows. Now all the closed metal gates are open.

Yamaoka state

-Revert the lightning to how it was before the visual rework, I think it looked better.

Sanctum of wrath: make the map more square.

Ormond

Mont resort: revert the lightning before the visual rework, it looked scarier and more desolate when it was cloudy.

Hawkins

-Open completely all the sliding metal doors and remove one section of both staircases to lower the height of the upper floor.

Dead dawg saloon

-Remove the breakable wall next to the window in front of the staircase on the upper floor of the saloon, and also the one on the lower floor with the window next to the piano.

-Put debry (tall cactus and rock columns) and pallets right at the village entrance, on the empty corner, so it stops being a dead zone.

Silent hill

-Revert all the changes except the obstacles in the corridors and the breakable walls removal of the bathrooms. Cause everything else was basically very unnecessary nerfs to a lot of balanced pallets in the classrooms. Remove the god pallet on one of the stairs.

-Change the locations of the patio doors, cause they make it very easy for killers to guard the exit gates.

Eyrie of crows

Is too bright, lower the lightning. It was so much better in the 5.4.0 PTB update.

Withered isle

Garden of joy: improve the lighting on the main building, remove the lower floor god window and increase the height of the jungle gyms of the other side of the road (killers can't mindgame).

Greenville square: make it more square, remove the double pallet loops and make the rest of the single pallet loops stronger.

Nostromo wreckage

-Remove the 3 pallets in the Nostromo corridors, replace 2 of them with windows.

Post edited by Masterninja on