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My idea list | poke as many holes as you can

Ok so I dived head first into this game back in November and I've heard a lot of complaints, ideas, and salt en masse and had a list of ideas that I think could not only heal the community but also give way to a few areas of new character progression. Some branch off each other so bear with me.

1. No more totem cleansing: in order to cleanse a hex totem survivors should be required to complete a "ritual" that can be done with between 2-4 players. Said ritual would require them to bring two magickey items to a location in which they have to do a series of skill checks (see skill check change below) to cleanse the hex. If they miss 25% of the skill checks, the hex is degraded and they're exposed for 30 seconds, if they miss 100% the hex is active and one is exposed at random for the remainder of the match. However [comma] [pause] if they make every skill check, not only is the hex dispelled, but the killer becomes oblivious for 30 seconds.

2. If the above is too much, add skill checks to cleansing. Failing a check results in a random status effect for 60s.

3. Re-done skill checks: a little timer puzzle is too easy and provides way too much situational awareness for players that can already get a full 360 view of their surroundings. I'd suggest that skill checks limit their FOV to 180° and be replaced by button pressed similar to the old Naruto games on PS2; instead of one button, players should have to do 10 presses that are of course timed. I find it's a means of helping players without high refresh monitors get a better shot at great skill checks.

4. Turbo nerf Myers: as a killer main I feel he's too powerful at tier 3, often snowballing matches. Instead of exposed he should get a kind of teleport ability. Let's be honest, if you watched the movies, you were wondering how he got to so many locations so fast and in such a perfect angle to spring his attacks without being noticed.

5. Alter SWF matches: crosstalk can destroy a killer's experience. In the face of any OP build, solid communication can pretty much win the game for a team. My idea is to either do away with SWF matches or give killers a 3rd Add-on when faced with a pre partied up squad.

6. Judgement system: I play a lot of Guilty Gear and I am a HUGE Dissidia fanboy. I think games should implement a judgement system to reward/punish players for their in game performance. Once conditions are met the entity places a curse/blessing upon them that lasts a short while. Feel free to name these for me. Proposed rulesets would be like:

- if a player throws more than three pallets in a 3min period, any pallets dropped after are immediately destroyed

-remaining undetected by killer for 5 min results in 1.6% gen repair speed boost

-killers within a 10 meter radius of a hooked survivor for longer than 20 seconds should receive a MASSIVE movement and attack speed penalty. Like 5% normal speed for 20 seconds.

-survivors who are in a 3m radius of a hook while another survivor is being carried gain the exposed status effect for 20s.

-shorten bloodlust stack times to 10s after initial stack

-10k bloodpoints for carrying survivor to exit gates, AND THEY ESCAPE

-rescuing each survivor from a hook grants a permanent heal speed modifier

-survivors who blind the killer multiple times with a 60s period are themselves blinded for the duration of their flashlight

-when one DS goes off, all other DSs are placed on a 30s cooldown before they can be used. Let's be honest, y'all abuse that perk.

-escaping the killer 3x gets you a speed boost after the 3rd time

-survivors who haven't touched a generator in 5min rapidly lose any blood points gained and can have their standing balance reduced.

-hooking the same survivor twice in a row yields zero blood points

-chasing a survivor after a hidden timer reaches a certain point will incur a speed debuff lasting 20s

-if three generators are completed within 30 seconds of each other, gen repair speed is halved for 180s

-hidden timer (cumulative, doesn't reset) for skirting the edge of the map. Once it reaches its threshold, the survivor will have crows marking their position until they leave the "safe zone". Going back will bring crows back.

Theres a lot you can do here but the idea is to punish toxic traits and reward good gameplay

7. Nerf the doc: again...I'm a killer main and I think the doc is too OP. I'll settle for a longer cooldown on static blast.

8. Killer "death": a separate objective or even game mode would allow for the killer to be dispelled/killed/incapacitated in lieu of completing five generators. This would entail completing a separate ritual that takes 3-4 survivors to complete. Once complete the survivors would only need to complete two generators. Here's the catch...the killers spirit is now free to possess a survivor, and said survivor must either find an item to protect themselves or beat the killer in a game of skill checks. Should the survivor succeed, the killer must wait 20s to try again. Should the killer succeed, they'll have 120s to kill one survivor (free mori). Doing this will bring the killer back in their original form to hunt down the remaining survivors.


Anyway those are my ideas. I think they'd add some much needed life into the game and do away with a lot of toxic behaviors that we see in both camps of players. By all means poke holes in them, just thinking about this kind of stuff is fun to me and I'd love to refine these for a potential feature in DBD2.

Comments

  • Eleghost
    Eleghost Member Posts: 1,190

    This doesn't sound very serious and honestly would make the game really not fun if any of these were implemented.

  • BubbaMain64
    BubbaMain64 Member Posts: 546

    This would make the game far more complicated and it's really unnecessary. I do like the idea of an interactive cleansing mechanic tho. This remind s me a lot of board games like Atmosfear where the game screws everybody over and you're crunched on time. I don't think that works for DBDs formula though and would push many players away if done.

  • mandymoo
    mandymoo Member Posts: 3

    Some ideas are quite alright but some are not so great for instance:


    -if three generators are completed within 30 seconds of each other, gen repair speed is halved for 180s - this would mean that the killer tunneling one survivor does not get punished, if 3 go off within 30 seconds of each other that meana the killer is not doing his/her job and the result is the other survivors completing gennys.


    Similarly this point: survivors who haven't touched a generator in 5min rapidly lose any blood points gained and can have their standing balance reduced. - if the survivor is healing, unhooking, cleansing and/or being chased/tunnelled they will be significantly punished by losing bloodpoints?

  • Milord
    Milord Member Posts: 273

    The problem with a judgement system is that it's trying to overpolice player's behavior. The BP and Rank system, in conjunction with a ban list, should be enough to guide players on what's expected of them in a match. Going out of their way to punish players that don't play "as-the-devs-intended" way will just annoy players that have found different ways to play.

  • CashelP14
    CashelP14 Member Posts: 5,564

    A rapid fire AK47u (old cod reference) would put less holes in this than their already is lol

  • Sonzaishinai
    Sonzaishinai Member Posts: 7,976

    In general way to much effort to implement these. The phrase more is less comes to mind

    Second being a killer main does not mean anything in term of sense of balance so adding that after every killer nerf suggestion just makes people not take you seriously

    Doctor and myers are fine. I would even say Myers is a tad on the weak side

  • SquirrelKnight
    SquirrelKnight Member Posts: 951

    "killers recieve 0 bloodpoints for hooking twice in a row" ok so now people are gonna follow around the killer if they were just downed because itll screw over the killer if they hook them? Plus itll increase toxicity 10 fold

  • LordGlint
    LordGlint Member Posts: 8,511

    I love how in all these posts you always see the obligatory "I'm a killer main but..." or "I play both sides". Its like "I'm a killer main but, I think speed limiter is just too OP. To fix this, all killers should get slowed down to 80% speed. That'll make things alot more fun."

  • orums
    orums Member Posts: 20

    I only saw one logical response so that tells me a lot of these are needed 😂. It's meant to encouraged varied behavior and not utilizing the same strategies over and over and over again. And if you're familiar with judgement systems, you'd know that rules can be appended at random. Sometimes you get 3 other times 5 are applicable in a match. That much pushback told me y'all definitely need these. Because I'm downright amazed at the lack of intellectual engagement. It was like a certain reality show star I know, whenever something isn't in his favor or people disagree with him, insults flow like water.

  • Erk
    Erk Member Posts: 230

    There is quite a lot to unpack here. You basically just made a new game at this point. The skill checks on totems are actually really good, the 180 angle when doing gens make sense but the 10 skill check thing makes the game osu! at that point. The 3rd add-on for killers would actually be pretty good but... the other suck. They just really, really suck. The Doctor and the Shape are pretty balanced. Micheal is really weak, actually. The Doctor is good against BAD survivors. The Judgement Mechanic is way too complex and it has way too many holes in it. You have some decent ideas but the rest just completely suck.

  • Rydog
    Rydog Member Posts: 3,275

    What did I just read