The Amanda's Letter add-on for The Pig has been Kill Switched due to an issue with incorrect RBT count.
http://dbd.game/killswitch
How would you make the game scarier?
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It's already dark enough on some maps that would just be too much, I would add more meaningful interactions that force you to stay alert more than hold m1 on a gen while eating a cheeseburger, and I would give the killer the ability to Mori on death hook and stealing a page from F13 give the killer environmental moris so it's not the same thing every time
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Remove the music when not in chase. Lower the volume of killers footsteps. Bring sound effects that make sudden noises. More things where the environment effects you.
More line of sight blockers and no red stain on killers until a chase
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.......... Make it harder for me to identify the killer at the start of the match. The scariest matches for me are the ones where it's been 5 minutes, two generators are complete and I have ZERO CLUE as to who the killer is.
So, I guess buff Stealth killers?
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Hard to call a game scary when the Killer and a survivor runs a 4m circle loop for 1min. Also Spine Chill spoils all the fun on stealth killers too
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Decrease killer terror radius out of chase by 4m
Make all killers also have a lower terror radius before their first hit/first chase.
ambient noise
Ambient footsteps for killers lowered (Expecially demogorgon)
red light out of chase disabled. only when the killer and you are in chase.
enviroment changing based on killer preformance. lights going out when killers are near (non stealth), blood beginning to drip from hooks when people are being sacraficed. more frantic looking survivor animations for things such as exit gates.
reverse of the new survivor bloodied outfits, where they're bloody when injured. killer becomes more and more bloody, the more they butcher the survivors during the round.
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I would add a downside to being injured so it’s not as easy to power through gens.
Add an action speed debuff to encourage healing, maybe something else too like smaller terror radius etc.
At the moment you never feel at risk while injured as long as you can get to one of the many pallets that there is no way past without breaking it and following to the next one.
You can add as much atmosphere as you want to this game; as long as survivors are so much stronger and have an easier time than killers, they are never going to feel scared at all unless they are actually in danger imo.
It currently feels like Scooby Doo with kids being chased around a couple of boxes on the floor like ring of roses.
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All killers start the match undetectable until first chase or hit/grab.
Spinechill (and i use this all the time) should have like 90 seconds total use. Or 60 seconds timer pausing while in a chase.
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Spin chill no longer triggers on undetectable killers make grabs have different animations for the killers and make it of a survivor tried that glitch where you cancel a grab the new animations slug them.
when you enter a locker the screen darkens and the fov shrinks and no heartbeat noise so they cannot tell if the killer has left the area make them work for there escapes play on them and the fear of don't find me.
Make it so if a survivor try's to abuse a infinite loop area the entity's spikes rise up and block the loop and trap them with a killer until there hit or lock out windows and pallets in that loop area make it so the survivors feel the fear and instead of being crazy agressive at times and make it lose the killer not loop them a core mechanic.
Introduce a new mechanic in the game where survivors can gain BP and more points in survival but lose points in there altruism category when the deliberately lead the killer or sell out a teamate in a locker or sandbag them to escape the killer and have it marked as the betrayer score event but it comes at a price of marking you as a betrayer and the only way to remove it is to willingly take a hook or escape alone without causing issues for them
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Repeating some points:
- Remove the music when not in a chase
- add (more) environmental sounds (newer maps already have them, and lbr how many of us have mistaken the bloody vultures for survivors/killers)
- make all killers survivor sized. I know why most of them look like scaled-up humans, but it'd really add to things if they were the size they were before the entity snatched them
- Make the killer undetectable until the first interaction/spotting. Ghostface proves that that is codeable.
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Always a "fan" of those "How can the game be scarier?"-posts, which are just "Nerf Survivor"-Threads. You can use everything what was suggested here and the game will not be scarier.
Once you played a game for long enough, it will not be scary. Its simply not possible to keep the same level of fear it had when someone first started playing.
This is not really something that can be changed, once you get used to it, it does not become scary anymore.
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this game is not scary as soon as you have seen everything, its called exposure therapy so you can never make this game scary
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I would change the silent bell addon to insta uncloak with 1.5 second immobility, making the Wraith scream like after a pallet stun and add some crazy ass visual effects, causing 100% skillcheck chance on survivors within 8m
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How they wanted DBD to be
What DBD is:
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more opportunities for killers to have a 0 terror radius it's why I absolutely love playing against scratched mirror myers
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It's a pvp game. The scare factor is going to go away fairly quickly, no matter what you do.
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Well
Reducing the terror radious
Reducing the red stain while in-chase
A better movement speed, at least until the first chase/hit
More ambiental sounds, like the whistle of the wind, hearing small footsteps every now and then like the killer is near but the killer is not, hearing wailings will help as well
Decrease killer footsteps until at least the first chase
More grass, not tall enough for Blendettes, but tall enough to hide Trapper traps or Hag traps.
Killer's being in undetecetable when they enter in the Corn while in Rotten Field.
Spine Chill not detecting the killer until the owner have been hit at least one time, or better make it work just when the survivor is injured.
Reworking OoO to work like this "you see me and I see you", what they have done is just a bandaid fix that only works with undetectable killers anyway
Hiding the aura reveal in Trail of Torments.
Survivors in the basement don't hear the killer terror radious if the killer is outside the basement, just hearing the terror radious when the killer enters the shack
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Being completely immersed in the entity’s realm while playing DBD in VR would add an intricate element of fright.
Jus imagining turning around to look for Meg an seeing a full size Myers stalking up behind you, or working on a gen when Ghostface quickly peeks out from around the corner in front of you!
I Hope Behaviour decides to go this route an figures out a way to VR DBD.
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Other than the fact its not real which already means its less scary, any changes will only be temporary until the shock value wears off and people are over it again
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If you know what to expect every game, then it's not going to be scary.
The only "scary" killers are Ghostface if you don't see him coming, and hag if you don't know who the killer is and step on her trap.
Other than that? I guess they could darken the maps and add more scary ambient music or sound effects.
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Literally how has no one mentioned the cosmetics? I don't think this game can ever be scary again for veterans, but it really doesn't help when you see a Dwelf running around like it's actually normal. The Ugly Christmas Sweaters, despite being some of my favorite cosmetics in the game, are quite literally jokes.
If more survivors looked more normal with human clothing, and less like whatever Jake's "Life of The Party" is, it would at least help the atmosphere.
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The game could play phantom noises near Generators sometimes, that would help.
If you're on a Generator, every second the game has a 1% chance to play a sound that your current Killer can make.
Facing a Wraith? You might hear a Wailing Bell sometimes. (And not the faraway version of course.)
Facing a Doctor? You'll hear his laugh.
Facing a Demogorgon? Loud-ass roar.
Etc.
Balanced? Idk, just an idea. 🤷♂️
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Do this and fix anti-heal perks. I hate the way they function and effect a game. A single Sloppy Butcher will shut a game down sometimes. I usually run Botany Knowledge, I'm supposed to be this expert healer, and yet the bar is still slowed for me. 33% bonus doesn't counter this? Not even Thanatophobia? And if they run multiple together, it takes a minute to heal. That's too long.
I know Killers want to slow the game down, but this is far too much. Most survivors won't put up with the time and insist on hitting gens, getting killed easier and refusing to heal others. I think they're too strong as-is, and with reduced efficiency requiring people to seek out heals, they have to be tweaked as well.
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Love this thread. More visual effects like the Doctor's when he gets you to madness level 3. As a survivor trying to escape a killer, I imagine your psyche would be damaged and that could impair/blur your vision.
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More immersive environment sounds, better dynamic lighting and more overall line of sight blocking on maps so you aren't most of the time seeing the killer coming a mile away.
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If there are no survivors within 28 meters of the killer during a chase or for 10 seconds after dropping chase, give the killer bloodlust 1. That way when survivors get really far away after a pallet stun or losing the killer they can't rest easy. Bloodlust is removed when a survivor enters the 28 meter radius unless bloodlust was initially gained the normal way during chase. Also, remove god loops. They make the game way less scary and downright silly.
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There would probably need to be a big overhall to make it scarier. The main issue is, once people have experienced the initial uncertainty, the familiarity will erase any fear. Watching PT on YouTube becomes non-scary after a few watches.
To truely make it scary, you'd need to make it completely unpredictable. Have maps change drastically with each trial; add additional environmental hazards; expand on the variety of add-ons and killer abilities; add random additional tests (a little like Among Us) when doing gens or healing, to keep survivors on edge. It would have to be something that disadvantages survivors, otherwise it won't be scary.
However, with SWF, it'll never be that scary, and that's a fundamental issue which will always compromise fear.
The best way to make it in anyway scarier is to make it very unpredictable. Any simple cosmwtic changes won't be enough.
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- Lock survivors' POV when they're interacting with something (opening exit gates, healing, repairing gens, that sort of thing).
- Heavily nerf second-chance perks.
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Add a fear/panic meter mechanic. Clock Tower 3 had this, and if your meter tipped over a point you would lose control of the character.
So something similar- having your panic meter fill based on certain actions like being exposed to TR, being in chase, being injured for x number of seconds before healing. It would be interesting because it would FORCE survivors to have to change their approach depending on their meter level.
Something else that could add tension is add quick time events to things like opening chests or destroying totems. Make EVERY action have a consequence. Hit the wrong button while trying to open a chest? Damage the item inside or injure yourself + ADD to that panic meter!
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No QTEs, please. Skill checks are all the QTEs I can take.
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Spine Chill should not function, or at very least, have a range limitation vs. Stealth Killers while they're stealthed. No idea why that isn't a thing yet.
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Totally fair. Late at night, maybe after a few drinks, the only thing I'd manage to hit is my television with my PS4 controller 🤫
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I just abhor QTEs. I got one of the latest Tomb Raider games for free and I uninstalled it before finishing the tutorial because of how annoying they are. Either give me control over my character's actions or let me watch a cutscene, but don't pretend a QTE is in any way the same thing as gameplay.
EDIT: To be clear, that last sentence is aimed at developers like the guys who made Tomb Raider, who just love to stuff their games full of QTEs, not you.
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I've said this before, but I'll say it again: you'd basically need to remake the game from the ground up.
Current DBD is pretty well balanced. Adding a ton of mechanics or visual/auditory stuff to make it creepier could tip that scale. Sound is such a huge part of this game for both roles right now; being able to or failing to hear Wraith's weird chittering/gurgling noises or Meg's pained moans can change the course of a match.
If we really wanted to make DBD scary it'd need a huge rework.
- No more Terror Radius or have it activate only while the Killer is in chase (basically old Scratched Mirror Myers with M&A).
- Remove low wall loops/loops where you can see the Killer's actions at all times.
- Completely change how basekit Killer works - give all Killers mobility; either only at specific areas like gateways or basements, or let them teleport when unobserved. In return make their base speed slower. It's not creepy or scary hiding in a bush and seeing the Killer run their heinie over to the other side of the map so they can kick a gen before it pops - give them a way to traverse large distances without letting Survivors see them. Likewise watching a Killer zoom up on you and instantly murder you isn't that tense either - you know you're just dead. Killer pursuit should to be more about surprising Survivors than just running them down.
- Give all Killers a form of reliable tracking (Nothing necessarily as super precise as aura reading, but a general way to know where the Survivors are at - hiding needs to viable, but you don't want the Killer player struggling to find anyone; that's not scary for the Survivors.)
- Complete rework all the perks in the game and maybe even the concept of perks in general (I don't think I really to elaborate here, there are so many perks that are just kinda of weird, silly, or give way to much information/power - in the current game perks have way too much effect on a match; DS, Enduring+Spirit Fury, OoO, Borrowed Time, NOED: there are too many perks that make you much stronger than you'd be without them - players should win matches, not their perks - it's not scary when you know you have something to save you or when the Killer can just suddenly bypass regular gameplay rules).
- Remove hook states/make Moris basekit (obviously something HUGE on the Survivor side would have to change too, either by making their Objective easier or by increasing the amount of total Survivors in a given trial, but operating on a three strikes then you're out basis isn't helping the game's fear factor).
- Change objectives (as amazing as the new generator animations are, holding M1/R1 for 80 seconds isn't very tension building - it should be more involved on the player's part: do minigames that take up your screen (obviously Grabs would have to not be a thing for this to work), look for macguffins that are required to complete your objectives, play tense music while you're doing an objective, etc.).
- Environmental Moris/persistent corpses (y'know that scene in the slasher film where they find Steve/Sue/Whoever pinned to a wall or stashed in a freezer or hanging from a tree? That. Let players stumble across bodies and freak out; maybe even give them a gameplay effect - like causing the discovering Survivor to scream or making it a little harder for them to focus on a task while they can see their friend's mangled corpse hanging from a hook.).
- Incentivize Killers to play creepily (the focus should be less on how well they kill everyone and more on how much they act like a slasher movie antagonist - reward them for both obivously, so players are still encouraged to try and stop the Survivors from surviving, but reward them more for slow turning to a locker they know a Survivor is hiding in, or staring creepily from the shadows until a Survivor sees them, or breaking chase suddenly before jump scaring appearing around a corner, or etc. and reward them less for slugging everyone to net a 4k).
- Ambient music and sound effects to build tension.
- More hiding spots variations that fit more into the aesthetic of the map (not every hiding spot should be a red locker with hatchets in it; let people hide under beds, inside bathroom stalls, in boxes, etc.).
- Make the game brighter/reduce the opacity of The Fog for The Killer and increase their FOV/give them 3rd Person (it's not scary when the Killer is struggling to see the person five feet in front of them - hiding should be in hiding spots, not mid chase between the Killer's legs because their camera can't see you there or in front of bush that your outfit is the same tone as).
- More LOS blockers/thicker Fog (give Killers a way to mask their approach).
There's probably more, but this is already pretty long and you get the idea.
Also, as others have said, even if you do all this it'll still be hard to scare the people who play this 12 hours a day, every day. Especially if they're playing with friends.
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add you
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bruh
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When you're new, before you know anything about the killers/game it's scary because of the unknown. It feels like you should avoid the killer not run up to them which is what makes you nervous when you first start playing. Once you know it's OK to take hits/commit to a gen that fear is gone. They need to make the game have that feeling of you should avoid the killer not one that encourages survivors to get into a chase with a killer.
Have survivors search for the items needed to repair a gen.
Have doors that need to be opened/closed - when closed that is when they act as a breakable wall. Both killers and survivors can open/close but only killers can break. This can be used to mindgame by both killer and survivor. Do not put areas to hide like locker inside places that have doors that can open/close - adds to risk of using that area to repair gen/cleanse totem.
Remove sounds from stealth killers that give them away. Survivors can use spinechill/premonition in perk spot if they want to know killer is near. I will hear wraith's loud foots steps and gurgling breathing across the map it's so loud. If he uses the add-on that removes the bell sound make it actually silent, don't replace with woosh sound. Also maybe give him add on that makes it so you don't even see the wavyness of where he is while cloaked.
Get rid of the terror radius music when not in a chase. Knowing immediately what killer I'm playing against takes the surprise out of the game. Also find ways to hide when I'm going against Freddy, Trapper, Plague, and Pig. Freddy maybe have people start heading into dream world once in his terror radius or they have their first chase with him. Only show dressers while in dream world not awake. Pig hide boxes until first trap is placed, then have them appear. Same with Plague, hide fountains until someone gets sick. Trapper have him 1. Start with more traps and 2. Grab traps from locker instead of roaming around the map - when I start next to a closed trap I immediately know to watch where I step.
Make a chase feel like a bad thing to get into. Longer a survivor is in a chase have exhaustion start kicking in, - have exhaustion recovery increase based on chase length and make the survivor do everything slower until recovered. Make it so they cannot heal while in chase - no medkit with add on, no last bit healed after using dead hard. Survivors shouldn't feel safe while chased. Also give penalty if they escape chase by having killer get into a chase with another survivor to prevent sandbagging to end chases quicker.
When repairing a gen or healing someone have the survivor repairing/healing have camera on gen/other survivor for normal repairing/healing speed, if they look away the repairing/healing speed decreases. There should be some sort of consequence to survivors being able to look any direction.
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I like your ideas I would add that the terror radius should be smaller also
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Spine chill against stealth killers and OoO need changes
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