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Ideas: DBD room for improvement.
Idea #1: Backpacks, they would not only look good for the survivors but add a couple of slots so we can store items in there too. The idea of item hunting with a backpack sounds like fun and an idea that should be entertained at the very least.
Idea #2: Totem rework: Essentially what we want here is for the totem placements on each map to be significantly different and somewhat more difficult to locate. As it stands the totem placements are so predictable that there is never a need to run "small game" and important perks like Hex: Ruin are quickly losing it's value. They should be placed in areas that are well hidden and unexpected. At the very least I would suggest to simply add more totem spawn places to create variety.
Idea #3: More intense map experience: Heavy Rain & thunderstorms, creaking doors, why not add some things too like shadows that play tricks on the mind. There is a lot of room for improvement here to absorb the player into the game.
Idea #4: Exit gate levers: instead of having them already on the doors ready to be powered why not place both of them randomly somewhere in the map for survivors to locate first before using them to power the gates.
Comments
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Since more hooks have been added I’d like to see your recover progression after being downed to count towards your wiggle progression should the killer let you bleed and then decide to pick you up. It only logic to think that the more you’re recovered the better of a fight you’ll be able to put up in the wiggle progression.0
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DeathVenom said:Since more hooks have been added I’d like to see your recover progression after being downed to count towards your wiggle progression should the killer let you bleed and then decide to pick you up. It only logic to think that the more you’re recovered the better of a fight you’ll be able to put up in the wiggle progression.0
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I'm all for #2 and #3. taking a hex perk as killer can be rather unsatisfying when you're not trying to make it obvious where the totem is by running to it at the start, but it gets destroyed anyways because its basically out in the open.
BHVR added more ambient sounds (or just raised their volumes, idk), but i think the ambiance could be turned up numerous notches. like different vault sounds depending on what you vaulted over (metallic for Killer shack, crumbling bricks for brick areas, and wood snapping for wooden areas).
Lery's could have lights short circuit and fall, random electric surges throughout the map, cameras randomly moving with audibly loud turning, the windows on the edge's bursting open at random intervals.
i have more ideas but don't wanna make a 15 page thesis paper :chuffed:
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DeathVenom said:Since more hooks have been added I’d like to see your recover progression after being downed to count towards your wiggle progression should the killer let you bleed and then decide to pick you up. It only logic to think that the more you’re recovered the better of a fight you’ll be able to put up in the wiggle progression.0
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@Cypraz said:
Idea #1: Backpacks, they would not only look good for the survivors but add a couple of slots so we can store items in there too. The idea of item hunting with a backpack sounds like fun and an idea that should be entertained at the very least.Idea #2: Totem rework: Essentially what we want here is for the totem placements on each map to be significantly different and somewhat more difficult to locate. As it stands the totem placements are so predictable that there is never a need to run "small game" and important perks like Hex: Ruin are quickly losing it's value. They should be placed in areas that are well hidden and unexpected. At the very least I would suggest to simply add more totem spawn places to create variety.
Idea #3: More intense map experience: Heavy Rain & thunderstorms, creaking doors, why not add some things too like shadows that play tricks on the mind. There is a lot of room for improvement here to absorb the player into the game.
Idea #4: Exit gate levers: instead of having them already on the doors ready to be powered why not place both of them randomly somewhere in the map for survivors to locate first before using them to power the gates.
Am I understanding that correctly that you suggest the ability to carry and choose out of multiple items? Thats insane
Regaring #2, the devs tried that and it showed no success at all
3 I agree, I would like to see more dynamic maps aswell (similarly to moving doors once gens are completed)
4 Why not
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