Ideas On How To Start Fixing DBD
>NEW OBJECTIVE(idea by WILDWES)
Reason = People argue and say that gens take too long however that is simply not true, the gens go way to fast it's just that perks make the gens take too long. To fix this a new objective will be introduced. There will be gas cans around the map. The survivors must go around the map and collect the gas cans. Only one gas can is able to be carried at a time per survivor. The gas can will then be carried to the gen and will take 15 seconds to fill up the can. The survivor will need to hit a few skill checks to fill up the gen. This makes it so the killer has to rely less on perks to slow down the game, and it also makes the game a lot more interesting for the survivors. Whenever someone gets hit while holding the gas can, they will immediately drop it. The auras of the gas can are always shown to the survivors however not shown to the killer. The map will contain an extra 2 gas cans to discourage the killer from camping a gas can.
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Perks
>(Pop Goes the Weasel) when a generator is kicked it instantly goes down by 5/10/15%, it also starts regressing at 100/150/200% regression speed, pop does not activate if the same survivor is downed within 60 seconds of being hooked and then hooked. However if another survivor is owned AND hooked before the recently unhooked survivor is downed, then the timer of the survivor for pop goes away the perk stays active for a solid 60 seconds at all tiers.
Reason = As of right now, the perk encourages tunneling and camping. It is also way too powerful for fast killers such as Freddy and Spirit since they can tunnel a trigger pop over and over again. By doing this change the perk is still very powerful, but now it is good for killers that are not as fast, and also it discourages tunneling heavily. It works for slower killers just as well as fast thanks to it doing less instant damage but more regression damage overtime. This also discourages killers trying to 3 gens. By having less instant damage done. The killer can no longer sit at 3 gens the whole game and wait for the survivors to finish the other ones just to tunnel down the same survivor. To get the most value out of the perk they must be actively going for other survivors and kicking the gens that are currently being worked on. This along with the new objective change will work very nicely together.
>(Object of Obsession) When the survivor looks in the direction of the killer, both the survivor and killer's aura are revealed to each other for 10 seconds. After the 10 seconds, the perk is on cool down for 60/45/30 seconds. The perk can be activated at any distance and being in terror radius does not cancel the activation. However, if the survivor looks away from the killer, both killer and survivor will still be able to see each other for the whole 10 seconds.
Reason = Oh boy, this perk is a troublesome one. As of right now if the perk is in a good survivor’s hands it is nearly impossible for the killer to catch the survivor. What this change does is make it so that it still has really good functionality however at the cost of the survivor not being able to cancel it on command. The cool down also makes the perk weaker at loops but still a strong perk for tracking the killer. I believe this change would make the perk more balanced overall and good for survivors of all ranks.
>(Decisive Strike) When the survivor is taken off-hook, the perk timer(10/20/30 seconds) is then activated. If the survivor is downed before the timer runs out the timer pauses. When they are picked up by the killer they will be able to stab the killer and quickly get out of the killer's grasp. If they get picked up from a teammate or themselves before the killer picks them up the timer is resumed. This can be used once per game.
Reason = Decisive Strike is supposed to be an anti-tunneling perk, but it fails in almost every aspect of that. For killers, it is frustrating because even when they went for another survivor, downed them, and hooked them. They will go for that survivor they previously hooked and will get D-Striked due to a really long timer. For survivors, it is frustrating because they can get tunneled anyway and just slugged for the timer to run out and then hooked. This change makes it much more of a fair and reliable perk for everyone. For killers, they do not have to worry about an insane timer, and for survivors, they do not have to worry about the killer tunneling them anyway and just slugging them. The killer will now be able to go after a new survivor and return to the previous survivor without worrying about getting D-Striked. And for survivors, they will not have to worry about getting tunneled anyway and slugged for D-Strike so that it is truly an anti-tunneling perk. I believe this fix is acceptable for both killers and survivors.
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Items and offerings
>(Keys) The keys as of right now are extremely flawed. I believe they need a big change. Broken keys should stay the same. Dull keys should only let one person through. The skeleton key stays the same. However, rarity is increased by a lot. Instead of getting it so often. It should be on average a 1 in 20 blood web to get. This makes it so that the key is still very powerful, but also very rare to get. I believe this will fix killers' hate towards the keys and make it so that survivors will still love and cherish them.
>(Moris) The moris as of right now are also extremely flawed. I believe the Cypress Mori and Ivory Mori should stay the same. However, the Ebony Mori(just like the key) should be much rarer. I believe it should be on average a 1 in 10 blood web find. It is more common than the key to make up for there only being 1 killer and there being 4 survivors. This makes it so that the killers will still be able to have the full force of having a mori, but they also must cherish it due to them only getting 1 in every 10 bloodweb average. This will also fix the survivors hate toward them because they will not just be there to help bad killers get 4ks, they will be a legit rare item that will be used rarely due to it being so good but very rare at the same time. One average the survivors would have a key 1 in 5 games, and the killer will have a mori one in 10 games. The reason the mori is more common is because the keys(although powerful) can be countered with perks. However, moris cannot be countered and they counter perks like D-Strike. So I believe this is a fair trade-off. Everything is just as powerful, just rarer.
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End Note
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There are still many things that need to be fixed with the game in terms of balance but I believe this is a great start on doing that. If anyone has any issues/recommendations on what I've stated here or any new ideas then feel free to let me know, I would love to receive constructive criticism on how we as a community can fix the game. Because in the end we all love this game we just want it to be fair and fun for everyone.
Comments
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Some of these are really good, like OoO and DS, however...
PGTW - Not sure if it really needs your change. Your issue with it was that fast killers can keep using it but there are ways around this. Pressure multiple gens - I like to get multiple gens up to about 15% around the map; this a) wastes the killers time looking for anyone nearby, b) wastes the killers time kicking it c) if it isn’t kicked, I have logged progress that I can just pick back up whenever I complete another gen. You could also just deny the hooks by being in a good team (difficult in SoloQ, I understand) but optimally, the killer only gets to use the perk about 8x before it becomes useless, maybe even so before that. It’s a good regression perk that helps the damage the nerf of ruin caused.
I doubt increasing the rarity of the items is going to help. Players have bundles of keys and Moris stacked up, so it would only really affect the newer players. Also, the only thing you actually nerfed was the purple key so all the ideologies either side (killer/survivor) had before your change would stay exactly the same. Keys would still be “OP” and Moris would still be an “easy win for Killers” as some would say.
instead of drowning your wonderful ideas in negativity, I’ll add my own suggestions.
Keys - Same idea as yours, purple keys only let you out but make it so the hatch requires time to open with the keys - this prevents hatch camping, opening the hatch mid chase as well as toxicity that comes along with both of these.
Moris - Make it so every survivor must be hooked once to use an Ivory or Ebony Mori, then you can mori away (This prevents the whole tunnelling factor and the 4 gens, 1 dead situation). You could also add another Mori that simply allows the final hook to be traded for a mori animation for cosmetic purposes.
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@Kai6864 I absolutely love your ideas for Keys and Moris. I think that would balance them out pretty well. I personally do think that PGTW needs some sort of change, due to some killers can abuse it a lot. But besides that I love the ideas you presented and changes you made. I'm glad you like my Object and DS change and I thank you a lot for the feedback!
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No problem! We as a community need this kind of positive feedback to keep the game thriving!
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Everything you said here I agree with 100% Thank you for the time and energy you put into putting together all of these ideas. You pretty much summed up what I was thinking. Very Grateful to have people like you in the Dead by Daylight Community.🙏
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I'm glad you like the ideas! Thank you for the positive feedback!
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