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Offering Overhaul

SoGo
SoGo Member Posts: 4,192

Right now, there are so many bad offerings, it's unbelievable. So, this is my attempt to fix that.

General Change:

• Remove the Secret status from all offerings beside Map offerings, Shrouds and Moris.
• This is especially necessary for the Hatch Blueprints, as they can be an especially unfair advantage if they will keep the Secret status.

Bloodpoint Offerings:

Escape! Cake, Survivor Pudding
• Keep them exactly the same.

Bloody Party Streamers
• Increase their rarity to Very Rare (this would actually make them more likely to spawn in the bloodweb, as there aren't as many purple offerings)

Bound Envelope, Sealed Envelope, Hollow Shell:
• Reduce their rarity by one tier.
• Double the bonuses they give from 25% to 50%.

Single Category Offerings (Wreaths and Flowers)
• Remove the Uncommon variants.
• Reduce the rarity of the Rare variants to Uncommon, and increase their value to 200%.
• Increase the bonus of the Common variants to 150%.

Luck Offerings:

• Remove the offerings that only affect the luck of a single survivor (Chalk Pouches).

Chest Offerings:

• Make it so 4 chests spawn by default, effectively making Tarnished Coin basekit.
• Reduce the effect of Shiny Coin from 2 chests to 1, and remove Tarnished Coin  from survivor altogether.
• For killer, swap Scratched Coin with the current Tarnished Coin.
• Make it so that Shiny Coin now also reveals auras of chest for a set amount of time at the start of the match.

Fog Offerings:

• Allow them to be stacked, at least to the amount of fog 2 Murky Reagents would give. Also maybe increase the overall amount of fog on the map.
• Remove the Faint Reagent.

Hook Offerings:

• Additional effect: These Offerings now also increase/decrease the time it takes for Hooks to repair themselves after being broken.
• Remove the Mouldy Oak offering.
• Reduce the rarity of the Rotten Oak offering from Rare to Uncommon.

(Placeholder values: Rotten Oak = -10 sec. Putrid Oak = -20 sec. Petrified Oak = +10 sec.)

Map Offerings/Sacrificial Ward:

• Increase the odds from 20% to 25%.
• Now in a case that the Map Offering doesn't brings you to the desired Realm, it will get refunded. (Idea by
• If you manage to succesfully negate a map offering with a Sacrificial Ward, the negated offering will not be refunded.
• One specific change - please change the Airlock Doors offering to something else. Last time I checked, these were supposed to be things you could throw into the campfire.

Spawn Offerings (Shrouds):

• Remove the Shroud of Union.
Shroud of Separation now only separates the survivor who used it away from others.
• Add a Shroud for the killer, that spawns all survivors inside of the main building of the map, taking place of the Shroud of Separation.

And, that's it.

Other ideas:

Post edited by SoGo on

Comments

  • SoGo
    SoGo Member Posts: 4,192

    Edit:

    Upped the rarity of the Bloody Party Streamers.

  • Langweilig
    Langweilig Member Posts: 3,125

    A lot of good changes. The single blood point category offerings should be retired in my opinion and replaced with something interesting. They are barely worth it.

    They already told us, that are going to adjust shroud offerings in the next update when they change the spawn logic and make everyone spawn at one place. I personally want a offering that let’s me spawn close to the killer.

    About chests. I would want to spawn 2 in the basement and 4 outside in total 6. They would obviously need to adjust Sadakos TVs and other killers for it. Also having an offering with the effect of ace in the whole would be nice, which should be made partially basekit regardless.

    The rest is all good.

  • jesterkind
    jesterkind Member Posts: 9,505

    With the chest changes, I like the direction, but there is the issue of specific killer objects - Sadako's TVs and Xeno's turret spawn stations, plus I think a few others - sharing spawn points with chests. Adding more in could unfairly affect those killers, so something like giving killer objects priority would be appropriate if we're pushing through the chest changes.

    I also feel the single-category BP offerings are only worth it if they give more than the all-category offerings (which means currently none of them are lol), so I might suggest nixing the lowest rarity one, then shifting each of the remaining two down a rarity, so you only have brown and yellow ones that each give more than the all-category offerings.

    Personally, I think Luck and Fog offerings should just be fully overhauled, but that would be outside the scope of this post, to be fair.

  • SoGo
    SoGo Member Posts: 4,192

    Having different light variants would be amazing. I'd love to see it.

    Luck Offerings could be, in theory, all removed and Up The Ante could get a small increase in return. Nobody really uses any of them, aside from the occasional four Vigo's Jars.

    Good pitch for the Nostromo offering, I like it.

  • SoGo
    SoGo Member Posts: 4,192
  • vol4r
    vol4r Member Posts: 880

    Yes, declutter our inventories! We don't need so many offerings.

    Especially if only a few are in use all the time. If people run out of cakes/bps they just change character.

    I think 50% BP should be retired, green and yellow category BP should be doubled like you said.

    I like the ideas tho I agree with them

  • Langweilig
    Langweilig Member Posts: 3,125
    edited April 30

    To make it a little more complicated. Only Sadako, plague and xeno should have their props prioritized. With the others it doesn’t matter much and in pigs case messing with the boxes can be a beneficial.

  • SoGo
    SoGo Member Posts: 4,192
  • HolyDarky
    HolyDarky Member Posts: 1,375

    Honestly, BP Offerings should get a bigger buff: I agree with the Escape, Pudding, BPS, Bound, Sealed, and Hollow offering change but in my opinion the single BP Offerings should be mostly removed and leave one for survivor and killer that gives them +25% BP in every category. This game becomes more and more grindy and it should adapt to it by giving an easier way to gain BP.

    There is also the possibility to rework these single category offerings into like "giving you double Rift Fragments or XP" which can also be really nice. Same before: Easier way to get Iri Shards since the game become more and more grindy.

    Chests need an overall buff. Every map should have seven chests by default - in the same way make it so killer's items have higher priority than chests to not shadow nerf Onryo, Plague, and Xeno. If items were more balanced then they could also have the effect that once you fully used your item, you can get the same item (without addons) from the next chest you open. Otherwise, the item in the chest is random if you still have an item or brought nothing. Then, remove the Shiny Coin offerings.

    Fog Offerings should stay as they are because they cause accessibility issues like having thick fog on Eyrie hurts your eyes even more and makes it so awful to see. Same for some other maps.

    I wish they would remove Map Offering but this will never happen, so I hope they will give them a bigger nerf to 10% so the game will be finally fair and balanced.

    Spawn Offerings: The devs will also change these offerings with the upcomming Spawn Rule change, so killer version needs something else as an effect.

    I also feel like the Hook Oak offerings should get a bigger nerf or removed because they also causes some issues - by default there is already the possibility that you have a dead zone of hooks because a hook is on the hill but facing the other side or basement is in main which takes three business days to reach but according to the game is right next to you. Same the other way, hooks can spawn really close with the killer Oak offering which makes unhooking really difficult.

    Otherwise, Hatch and Basement offerings should become hidding offerings to make them less obivous.

  • Royval
    Royval Member Posts: 1,110

    this would be a very good change really

  • SoGo
    SoGo Member Posts: 4,192

    Mostly agree with you, aside from Fog offerings (Eyrie should be reworked graphically, made darker overall and the base fog reduced a bit)

    I would also be in favor of making the Blueprints hidden, but that could bring a really large problem, with Hatch already being disliked as is.

  • SoGo
    SoGo Member Posts: 4,192

    Edit:

    Made some adjustments, removed some more offerings, and also made a potential change for the Hook Offerings

  • Langweilig
    Langweilig Member Posts: 3,125

    Agree with your suggestions.

    I think the flower / wreath offerings could be removed entirely.

    I might copy some parts into my discussion from yours.

    I wouldn’t nerf Shiny coin even when we get more chests basekit.

    Fog offerings I agree very much. There is no reason to cap it at the purple value and the base fog should be more.

    I don’t think the shroud of separation should be ultra rare, instead purple. Spawning all survivors in main is a good idea too.

    I‘m not happy with map offering becoming a 20% chance. That‘s literally nothing. I hope I misinterpret the 20% and they won‘t become useless.

  • SoGo
    SoGo Member Posts: 4,192

    I updated the post a bit again, with changes to Map Offerings, Shrouds and a change to the Secret offerings.

  • brunohvs
    brunohvs Alpha Surveyor Posts: 88

    ill go one by one, giving my opinions and adding ideas to yours, in case you like em, feel free to edit and add me as suggestor…

    Bloodpoint ones, i believe they should bring a base lower value and a "mission" that allows you to increase the bon us through the match, just like barbecue and chilli used to work, so in my idea they would be like this:

    Escape cake: +50% total bloodpoints for the user +1 stack everytime they finish a generator repair or safe unhook(max 4 stacks), increase the bonus bloodpoints by 50% per stack(envelope would have half this amount)

    Survivor pudding: +50% total bloodpoints for the user +1 stack for unique survivor hooked, extra 50% bonus bloodpoints per stack(envelope would have half this amount)

    Blood party streamers: Gives extra 5000 points for every nondisconnected player for each generator repaired and survivor hook state depleted.

    With this offerings you would have the single ones to be used by a player that wanna farm on a normal day playing well and the streamers are for events of extra BP where people wanna play more casually and gain a lot of BP, since it gives a lot of base BP by letting both sides play and not just dominate the game in a one sided way, also since it gives extra base BP this would be multiplied by events % increase, so we would have 5 players using this and wanting to just play normally to get that fat reward in the end, and since they gain nothing if they quit, they will not just ragequit.

    Luck offerings:

    I dont think self luck offerings should be removed, but they should be buffed to give yourself more luck, because team luck is something for teams to use, you cant trust other random players will bring luck for you and many times they will just use your offering to kill themselves, then if you want to bring a slippery meat or some other luck based build(there are not much, ill be posting a luck rework sugestion soon) The single luck offering is the most correct choice and should bring forth a higher single luck, for example, if the team ones give 4% for all 4 survivors, the single one should be giving at least7%, this would means that if there is a meta of luck, more players bringing luck is stronger for teamwork, but if there is none, you can bring luck just for yourself and have a decent effect without having randoms offing thenselves on hook.

    Chest offerings:

    Why would a killer want only to increase chests in a game? Sure in a chest build it would be interesting, but outside of that, whats the use of +1 chest? Killers should have both increase and decrease option, and theirs should be STRONGER than the survivor ones, why? Because the killer has only one offering to throw in the game, his single one has to be at least equal to 2-3 from survs. The surv ones should increase amount of chests in 1, killer ones should increase/decrease in 3. Also chests are rarely really used, so they should have extra drops unique to them, like a brand new part for gens on a luck based chance to appear and etc.

    Fog offerings:

    Goddang, let them make the place ultra foggy or delete them all behaviour, they basically do nothing, COMMON

    Hook offerings:

    I personally hated your idea of making the most annoying and bullying intended offering, stronger for that exactly purpose, its like if we made an offering that increase the speed a surv gets sacrificed when the killer is facecamping them. 4 hook space offerings and sabo squad already feels as if you cant do anything against then, now the saboed hooks take even longer to respawn? But i like the idea of interfering in the time to respawn and would agree with it if the whole hook spacing thing was taken off, you sabo the hook, they stay off an eternioty, but there are a lot of hooks and you really need to male an effort to save someone and not just run to the corner of the map

    Map offerings:

    Refund if it doesnt bring you to the realm? Nuh uh, map offerings can completely change the game in a win or a lose based on the map it falls and your strategy, its singularly the most toxic offering in the game, because many perks are balanced based on the variety of maps and the fact that not always you will have a map that you can abuse that perk, map garantees you that abuse if it takes you there, allowing an inbalance in power, and the ducking offering refunds if it doesnt give you this absurd amount of power? nope, completely out of damn reality.

    Also, 25%? why? there are five players, 100% divided by 5 is 20%, you want that map, the other 4 dont, and if it was to be stacking based, the killer ones should be 50% and the survivor ones should all 4 stacked be 50%, because they are oposed teams and should have the same power of decision.

    Spawn offerings:

    Its ok as it is, killer being abble to change and chose where survivors spawn would be too much of a problematic power to give em… and i am a killer main saying this, please dont allow me to choose where survs will spawn while i have lethal pursuer and killers with mobility active on spawn… pleace dont vote for that

  • SoGo
    SoGo Member Posts: 4,192

    Some of this feedback is pretty valid.

    But....

    Why do we need to nerf the BP offerings? I don't see a good reason to.

  • brunohvs
    brunohvs Alpha Surveyor Posts: 88

    not a nerf, but a mission to give you bigger bp if you complete the mission, like old BBQ