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If Dead by Daylight was YOUR game...
...What would you do? How would you make it work, so it's fun for EVERYONE?
No selfish/meme responses allowed!!!1 (e.g. "i'd remove DS because it's annoying")
Comments
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Perk trees, every level gives a point and you can chose to have a lot of minor buffs or 2 major buffs (ends of the spectrum).
Though, while I do want to make a game like DbD where the survivors arent expected to escape, just make it as far as possible, i probably would butcher it.
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I can see the second thing you mentioned being the original purpose of DbD.
But in that case, I would also make it so that survivors can do much more things and earn more BP. Because obviously, if you don't escape, you lose a few BPs.
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Absolute first thing I would do is eliminate perk tiers & remove the Bloodpoint caps both on 32k per game and 1 million storage.
The game feels WAY too grindy & gets worse every three months. It's a ridiculous mountain to climb, especially for new players. And the last thing you want to do is scare away potential new customers.
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Agreed. Although, I feel like removing the 32k cap can be abused by farming players, or potentially those who manage to face their own friends and decide "Hey, since we're friends, let's farm"
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- Swing the ban hammer around a little more freely, to get rid of toxic players.
- Improve the reporting system.
- Balance around the top players.
- Change the rank system so killers would need to kill and survivors would need to survive in order to pip. Without a 3k, a killer would only be able to get a black pip at best, and the same for a survivor who didn't manage to escape.
- Ban smurf accounts.
- Prevent new players from being matched with more experienced players.
- Rework all second-chance perks. In particular, rework DS so it becomes an anti-tunnel perk.
- Add a totem counter to Small Game.
- Lock survivors' items after 30 seconds in a lobby. The killers can still change their loadouts to adapt to what the survivors are bringing.
- Either give all players a SWF indicator or split the queue between those who want to play with/against SWF and those who do not.
- Make regular DCers play together, regardless of skill level, so they don't ruin everyone else's trials.
That's off the top of my head.
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-I would bring the old Legion back (without exploits and op addons).
-I would bring old Ruin back.
-I would buff certain killers to the Level of Hillbilly was before his nerf.
-I would undone most survivor nerfs of the last 1-2 years, since they don't need to be nerfed anymore thanks to better killers.
-I would limit perks in general, so that only 2x of a specific perk can be choosen by the survivors. That means no more stacking 4x times the same perks. Why? Because it is boring. No survivor would love it to face every match only 1 specific killer and so I dislike it to face every game the same perks. Because it is always the same (should not be a surprise).
-I would add more game modes and change the current one, to a more entertaining version for both sides.
All of those ideas are not new. That's why I don't explain them. Bhvr could have done at least the half of it by now, but they persist on a very strange gaming philosophy for me, that sucks the fun out for more and more people. I can't see a big plan behind it.
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More game modes. Would introduce bots at the same time and integrate them into the game modes.
A killer that uses bots as part of their power: Mimic powers, zombies, etc.
Bots that die in one hit or are captured/caged, escort side quest. Either help them escape or they die at the hands of the killer.
I'd also introduce more environmental hazards and weather effects. Toxic waste drums would give status effects. Mud slows you down. Weather would flare up and you'd be forced to take shelter. Etc.
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tbh, if I was the big boss, the head of the company, I would:
- utopian solution: realizing how much toxic the game has became, how many people is making angry, tense and feel unworthy, I'd just shut down the whole project, screw the money;
- merciless capitalistic solution: basically the way they're doing right now, skins and rift are the priority, bug fixing only when we have time;
- healthiest solution: either change the entire team, or waste a ######### ton of money to remake the entire code from scratch, like among us. It would probably be a colossal waste of money, considering you should gift back every copy + DLC sold, and the company would probably fail after 4 months. But, that's why I'm not a business man, because I think on what's best for the consumer, not the best for business.
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I had a suggestion once that I didn't post anywhere, but basically it was yet another snowy map, but instead the middle would be split by a hazardous cold river that if survivors and killers step in, they would get slowed down. Killers aren't (or at least shouldn't be) immortal, so they would also get status effects.
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They could do so many cool environmental effects. Instead all the games resources are horded on a calculator that determines how best to put two hooks right across from each other. It's laaaaaame.
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HMMM... Well
1) Update the coding used
2) Server maintenance every week
3) Expand Ranks:
Killers get 10 ranks per color (50 all together)- with changes to PIPs/ scoring
Survivors: 10 in brown and yellow then 5 for the rest (35 all together) - with changes to PIPs/ scoring
4) Limit MM to colors only (no more low ranks playing with/against high ranks)
5) More aggressive perk changes ( use the PTB more often/ leave it up longer in some cases)
6) Have more communication with the community ( would express things that are changing and having more interaction overall)
These are some things I thought of
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I've yet to add my opinion to my own thread, so I'll do it now. If Dead by Daylight was MY game, I would....
- Add a totem counter next to the generator counter, for both sides. I see no reason limiting it to a perk, or even hiding it in general. Just having everyone knowing how much totems there are is much more easier, especially for solo players. It could remain hidden for SWF though, to enforce teamwork. (e.g. Calling out to each other how many totems there are.)
- Rework / buff / nerf a lot of the perks, especially those that are completely useless in their current state. I have made a big list of almost every useless / bad / overpowered perks, and information on how I would change them, but I don't think I will post it just yet, since it's not 100% done and it still contains some ideas other people would definitely be uncomfortable with.
- Attempt to revamp the whole game's code, even if it would take years to do so. I'm no coder, but if I was, and I was the lead coder for Dead by Daylight, I would do everything within my power to recreate the code of the game, so it is easier to implement chapters and changes in the future.
- Add the ability to disable the new ultra lighting effects. As of yet, many people, including myself, experience lag-spikes during generator repairs and basically other actions that involve the new lighting effects that came with the new generators and such. Therefore, it would make it much better for everyone if we would be able to disable this feature for those who have computers that can't support it and aren't beefy enough.
- Remove perk tiers. It's as simple as that. There's no need for perk tiers and overall, having them just makes the game more grindy, as explained above. The overall cost of each perk could be 5000, which is basic value for teachable perks. And in this case, when unlocking a teachable, that would cost 10000 BP to give it some value, but that's about it.
- Generally reduce the prices of items. I feel like items cost loads of BP, especially because it's capped at one million. If Dead by Daylight was my game, Common offerings and add-ons would cost 1000, while items would cost 2000. Uncommon offerings and add-ons would cost 2000, while items would cost 3000. Rare offerings and add-ons would cost 3000, while items would cost 4000. Very rare offerings and add-ons would cost 5000. And lastly, Ultra rare offerings would still cost 7000, but add-ons would cost 5000, except they would be more... rare, obviously.
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Absolute first thing I would do is change Jeff's name to John.
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I'd ask for high skill level players opinions on balance matters-
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-Buff Weaker Killers (Demo, Legion, Clown, Pig, Trapper, Wraith, Myers)
-Buff SoloQueue. Add hud indicator if the killer is within 12M of hook.
-Try my hardest to get cool licensed characters, but these Devs are pretty good at that so far.
-Buff a lot of perks. Nerf a couple others
-Nerf BNP's, Styptics, Mori's and Keys. And of course Iri head.
-Rework maps so they're more balanced
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- wraith isn't weak
- a buff to deme would make sense
- get rid of borrowed time entirely
- try to get some new maps instead of different versions of the same ones
- punish face camping
- give killers more then one mori that would be chosen at random
- make some of the moris better and less lame.
- get rid of hillbilly if I had the rights to leather face.
- Try to get Robert England Freddy not 2010 Freddy(could be impossible)
- make people pay for standing at the door and waiting just to tea bag a killer
- balance a lot of perks
- Lock one personal perk to each killer and survivor
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Never would have released Legion
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Well said, I believe your idea for pipping would help make ranks mean more....rank does matter to an extent imo and your idea would push players down to a more appropriate rank they belong in
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Woah there GAMERS, I did say no selfish ideas!
"Get rid of Borrowed Time?" "Never would have released Legion?"
That's a big no-no!
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*god loops has been removed
*unsafe pallets has been removed
All loops will be mindgameable and fair for both sides
I would like remove all basic loops and have similar long wall tiles like jungel gyms and pallet gyms. I seen a lot of suggestions on new tiles and many of them would be intresting to see. Some could have breakable walls others would not. Some would have huge gaps so killers like Huntress and Deathslinger also can play around them. I would still keep killershack tho its a fun place to play around for me both as killer and survivor cause u can punish bad movement and reads, people often say its unmindgameable but its not 100% true.
Anyway what I want is:
Reduce the amount of walls and LOS breakers that exist on indoor maps.
Shrink maps like ormond and mothers dwelling down to coal tower and rottenfields size.
Add some sort of structure to rottenfield and shelter woods. Cut down the size and amount of trees and cornfield that exist on coldwind and mcmillan realms.
Bloodlust removed
No hooks in dead zones also Dead zones are not filling to much space anymore
Grant survivors bloodpoints if they are being camped as I consider it in a way a distraction.
Buff every low tier perk so it could fit in the meta. Making all perks viable in high ranks and low ranks.
Rework a lot of addons like speed limiter and iri heads.
Rework a lot of 2nd perks so you are not forced to play around it to long or to much (NOED, DS)
Buff or rework low tier killers like Legion and Pig.
Nerf or rework high tier killers like Freddy and Spirit
second game objective that cant get rushed even with a very cordinated SWF
Less map RNG, You are guranteed to get the same amount of tiles but their spawn will be random. More space on indoor maps (this is like the same idea of reducing walls) so you can fit in more long wall tiles.
Bloodweb skippin and perk focus. Lets say you get a bloodweb with insidious, if you skip that bloodweb the chance of getting insidious in the next bloodweb will decrease, but if you see NOED and upgrade to NOED the chance of it showing up in your bloodweb will increase by 5% for every bloodweb you spend your bloodpoints on
Capped BP to 3 Milion and increase the score cap from 32K to 60K. You gain more Bloodpoints for any important action you do.
MMR system: you start at 0 and for every Escape and 3-4K as killer it increase by 50, if you perform better and better each trial it will go to 60, 70, 80, 90 but max MMR points you could get each trial is 100. Rank 20-15 is 0-300 MMR. 15-10 300-600 MMR. 10-5 600-1000 MMR. 5-1 1000-1500 MMR. 1+ 1500-3000 MMR. The minium requierments to get 0 MMR points would be what you need to pretty much do now to safety pip (get a 2K, Do 2 gens, 2 unhooks, 2 chases then die) If you fail to meet the minium requierments your MMR would start to drop first -60 then -70 then -80 if you are on a losing streak. Every month you would reset back to -500 MMR if you are rank 20-15 this would have no effect
Moris reworked
Keys reworked
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- wraith isn't weak
- a buff to deme would make sense
- get rid of borrowed time entirely
- try to get some new maps instead of different versions of the same ones
- punish face camping
- give killers more then one mori that would be chosen at random
- make some of the moris better and less lame.
- get rid of hillbilly if I had the rights to leather face.
- Try to get Robert England Freddy not 2010 Freddy(could be impossible)
- make people pay for standing at the door and waiting just to tea bag a killer
- balance a lot of perks
- Lock one personal perk to each killer and survivor
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I think what they mean is that they want a more traditional horror experience, you don't expect to make it out but it's awesome when you do
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If dead by daylight were my game I would balance it for 3 kills 1 escape and SWF, dead hard and all thpse meta perls would have reason to exist.
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This. Not only because I despise the concept of Capitalism in the first place but Dbd has Ftp mechanics in a game that cost ๐ฐ. It should be free then it'll be more acceptable. I definitely detest battle passes
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I'd add a proper stamina system, remove scratchmarks and put more emphasis on the games win conditions.
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I'd probably focus on making it more survivalist: Bigger maps with more variety of challenges; more focused on stealth (although still leave decent room for alternative ways to outwit the opponent).
Also, I'd add more game modes. One mode can have SWF, and then there would be a separate mode which does not allow SWF. In return, Killers on the SWF mode could get the chance for greater rewards, and likewise for the mode banning SWF, Survivors would have the chance to win a greater reward. Basically, the tougher the challenge the greater the reward. Just a rough idea or 2.
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If Dead by Daylight was my game. I would:
- This is one that isn't talked about but I'd introduce new game modes, provided we're working with the base game I'd introduce these new game modes through the killers. Going against the Pig? Well she could either use the Jigsaw boxes or you could make use of mode switches that will allow for new games like digging through a pit of used needles to find a key or a cure for a deadly poison; You could also replace hooks with death traps that other players most free them from. These new modes would be exciting because the survivors will have no clue what they're up against even if they know the killer. If you're going to put killers in the role of entertainer then provide them with more tools to do so, I'd want my survivors to compete against me but at least leave with a theme park like experience. Freddy is the biggest crime for this because Nightmare on Elm Street tends to have all of these creative nightmare realms. I think this is Freddy's biggest weakness is that he's a powerful character with so many possibilities limited by DBD's design.
- Get rid of Dead by Daylight's limiting gameplay design for both killers and survivors. I don't want camping or tunneling to be punished, but I want cool tools and tactics for fighting against them. Got a teammate stuck on a hook and you want to make a risky play? Have sabotage take down the hook with the survivor on it, the hook will be stuck in the survivor thus causing a mangled status effect. You will need other survivors to remove it for you. Have Leatherface's Barbecue and Chili actually cook the survivor alive then have a consume option in order to see auras, you could only do this once per survivor. Give the Trapper for example various traps to work with or mix them. Think of how cool it'd be to step into a hunter's net designed by the Trapper.
- Alter all perks to where they're useful enough or diverse builds. Survivors could experiment with neat and meme builds, I want killers to have that too.
- A more diverse roster of characters with different cultures, sexualities, and etc. DBD does this well enough, but more wouldn't hurt. Also give the characters some personality. The skins are so damn dull, the characters are forgettable too. If I had it my way, there would be a metalhead Claudette skin by now complete with corpse paint.
- More flair and fan service. I loved the siren going off at the Midwich Elementary School but I'd take it a step further. Have a little jingle play when a survivor's opening the exit gate that matches that particular franchise. "Hello Zepp" from Saw when a reverse bear trap is ticking downwards. The stages from the film franchises shouldn't feel like another stage. Get people pumped.
- If you're going to introduce bullcrap like free to play mechanics and battle passes then make your game free. I would. I detest live services and see them as a blight to the gaming industry.
- Moris would be varied with different kill animations. They will actually have Gore. Along with other animations like characters repairing their wounds.
- Gruesome attention to detail, this factors into giving personality to characters and more gore. Claudette using self care only you see her wounds in great detail this time around. Jake using calm spirit, but he bites down on an object while he's injuries are being repaired. Traces of blood on Hag's lips after her attack animation.
- I'd add weather effects to a majority of the stages, it'll add even more of a risk then change things up a bit. Hard rain? Well the killer won't be able to hear you properly, but careful around puddles or leaving a trail.
- An actual useful report function. Too much racism, homophobia, and griefing.
- A killer with friends mode. The same game but two killers and more survivors. Imagine idea one like avoiding the Pig's games while using what you know against an additional killer.
- A casual mode so people could have chilled games.
- I'd delay DLC releases to focus on bugs, but I would at least tease the introduction of the next character through Easter Eggs of some sort.
- Foster competition between killers and survivors in a fun and engaging way. The rivalry could actually be awesome if done right.
- Experiment with DLCs, step outside the box the way Identity V does. I'd kill for Tomie or Joker to be in DBD
That's it really. A long list, but in short I'd want a game everyone could enjoy.
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I don't feel like making a list because I would, but one big change I would love to have would if escaping was more exciting and rare. Kinda blows knowing you escape every other game unless your having a bad day.
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I would make shadowborn basekit and remove the perk. Because you shouldn't need a perk to have an enjoyable pov.
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Either:
- Have patches with the current volume of balance changes, but every 2 weeks instead of every 6 (content patches still every 12)
- Keep on the 6 week patch cycle, but have at least 2 major and 10 minor balance changes in every single patch.
The current volume of patches is unacceptable for the current patch frequency. One of the two needs changing.
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I'd have it be a story-based Action-RPG. The story of this game is awesome and I'd love to see it recreated in many genres.
I'm thinking of two differing campaigns, one where you play as Killer, killing AI Survivors within a time limit and set other objectives (protect totems, defend certain generators, hook lots of people in the basement, etc) and one where you play as the Survivor, doing your objectives and escaping.
And personally I'd like seeing that in retro graphics, something like 16-bit graphics.
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Dumb it down and make it more consistent. Get rid of teachables (Instead 3 new standard perks will be added per every new killer/survivors). Make maps more consistent. Rework perks that focus on negating other perks/killers. Matchmaking is improved (duh). Get rid of addons and replace them with augments that do the same but you always have (Gets rid of finite advantages), items now have three levels and are always had. And finally, make game modes for KYF.
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Dedicate resources to fix bugs.
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Bigger....hear me out.....tiddies.
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One thing on a list that doesn't fit your one rule is no need to freak out. the rest of them are fair. plus I was going by the topic title only.
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I'd shut th game down. There's no saving this heaping like of burning trash.
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These are pretty selfish reasons too. I mean, come on, you already have Jane for the first option.
WHAT MORE DO YOU NEED?!
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At this point, I'd remake the game from the ground up. Same mechanics and all that, but re-code the game to clean up the spaghetti.
Then I'd look at making the stealth killers stronger as the concept of a killer's position being unknown is much scarier.
Maybe also have a customisation option in Custom Games so the community can experiment with perk and killer stat values to get a better idea of balancing.
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Remove every gen slowdown perk, noed, ds, dh, sprint burst, borrowed time. Base generator times bumped to 100 seconds. Remove every god pallet in the game, give more mindgamable pallets and windows. Survivors get 30 seconds of invulnerability off hook, they have no collision and it shuts off if they interact with anything. If killer camps, the survivor will teleport to a different hook.
Mori kills one, key let's one out.
That solves crutch perks, gen times, tunneling, and camping. It would allow everyone to try different builds, instead of using perks as a band aid for piss poor game design.
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I would do everything in my power to give each side as many options as possible. Starting with more interactive maps.
Areas can now be darkened by the killer creating a power outage in that specific area. Survivors decide if they want to โfixโ it or not.
You can create additional path ways at a loop, as a survivor by interacting with objects in the surrounding area (pile of wood, crumbling wall) etc.
Things that would excite both sides because you have a little bit more control over the map and itโs outcomes.
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The "Survivors teleporting to a different hook" idea actually makes sense lore-wise, to be honest. Moris exist because the Entity "allows" Killers to have their own kills, but the Entity can just mistake camping on the hook by the Killer becoming too greedy, so the Entity punishes the Killer for this.
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It makes sense for just about everything, but only if you solve the other survivor crap first, because without the ability to camp, you're giving survivors yet another weapon.
The problem is that the devs dont want to fix the broken crap, they want their gamers frustrated.
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Hired
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If it were my game I would make it so that survivors could make out with each other so that the people who hide in lockers the entire game wouldnt get bored.
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1
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Would make 2 big changes to survivors.
1. Make survivors have there own unique skillset, thus removing 2 perks. Survivors could be based on repair speed, heal speed, movement speed etc etc
2. Only 1 of each survivor per match, no 4 megs etc. Means you would tactically need to choose which player to pick.
Wholesale changes
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Hmm, well no game is going to be literally "fun for everyone", but some ideas I think might be good if they could be feasibly done
- When the new MMR goes live eventually makes sure it's including swf composition in its calculation for the survivor side. Ideally you'd want to probably use something like a neural network trained to give a combined rating for a survivor team based on individual player ratings and which are them are in a swf together as opposed to just, say, an average of the player's solo ratings. But as long as there exists some sort of handicap system to put groups with swfs against higher rated killers I think it would lead to more even feeling match results.
- If feasible reinstate the DC bans once the exploit hackers were using is patched. Nobody enjoys playing games with people who quit on a whim.
- Include a replay system that allows you to save a just completed game video locally. This would be not only fun to watch but also would help when submitting a complaint that customer service wants a replay of
- On a related note, on the backend the dedicated servers should be capable of automatically saving a game log and replay file for any game which generates an ingame customer complaint ticket. That would eliminate the need for the players to manually record their games using third party software, both making it easier for the players to submit a ticket and for customer service because they would know any ticket they choose to review will have the appropriate replay file for reference.
- Replace the Space Bar Struggle mechanic on hook stage 2 with skill checks. Skill checks are at least somewhat more interesting and fun than just tapping space bar repeatedly (or holding down a macro key if you don't want to tap the space button over and over)
- Keys are mostly ok but I'd only let the key user escape with their key rather than multiple survivors. The key would open the hatch, let that player escape, then close.
- Boost the Yellow Mori and weaken the Red Mori as follows:
- Yellow Mori: Lets you kill any survivor that you've hooked twice. (Better than the current version but not as good as Green)
- Green Mori: Lets you kill one survivor that you've hooked once. (No change)
- Red Mori: Both of the above. Lets you kill one survivor you've hooked once and any survivors you've hooked twice. (Weaker than the current version but still able to get multiple mori animations
- In conjunction with the above, if development resources aren't an impediment then make it so each killer has four different mori animations so if you kill multiple survivors during a match using a Mori, etc, you get a different animation each time
- Declare a definitive winning and losing side after a match. Not having a clear "Survivors won" or "Killer won" message at the end just leads to confusing debates over what it means to "win" a match. (How much does endgame score count? Kills/escapes? Do pips even matter at all? etc) Pick a consistent measurement of winning and losing between the killer and the surviving side and make that the ultimate objective for each side. (And along those lines, make the survivors win or lose as a team. Most survivors play that way anyway and, honestly, semi-cooperative games generally don't work well in practice. If a game is team based then make the team win or lose as a whole)
- Add a hook counter icon below the survivor's names on the HUD. (Roman numerals I and II for hooks would work). Knowing how many hooks a player has is useful for both sides.
- Hot-tips when you mouse over keywords in perk and add-on descriptions such as "Considerably" or "Slightly" that pop up the actual numerical value. (The official DbD wiki works this way, it would be nice to have that functionality in the game too.)
- Turn up the default brightness slightly. The game is just a bit too dark, especially on some maps like the lower level of The Game where I literally can't see the walls and objects. (I turn up the brightness on my monitor specifically because of this.)
- Less of this -> ๐ฝ๐ฝ๐ฝ๐ฝ๐ฝ๐ก๐ฝ๐ฝ๐ฝ๐ฝ๐๐๐ฝ๐ฝ๐ฝ
- Random select button on the character select screen to pick a random killer/survivor. A Randomize button to give you a random load-out from among your perks and add-ons and offerings, etc, would also be fun. ๐
- A Mission tracker bar on the right side of the screen that shows you the progress in your currently active appropriate Daily Mission and Rift challenge. (e.g. 3/5 Hatchet hits)
- Make the Obsession have a slight visual cue around their head or body indicating they are the Obsession (kind of like how Freddy has a slight aura to indicate someone is sleeping.) I know that the Obsession makes a noise when you chase them and the tentacles on their icon wiggle, but that only happens in a chase, it would be nice to be able to tell outside a chase who you're Obsessed with as a killer (and maybe likewise for the Survivors to tell who the Obsession is at a glance.)
- When you use a Secret offering, replace its token on the campfire startup screen with a random fake offering. That way the Secret offering is actually a surprise when it happens. And along those lines, make more Secret offerings, at the moment there's basically only the Shroud on the survivor side and the Mori's on the killer side so it's not much of a "secret" when you see a facedown token.
- A sudden death timer of, say, four minutes where if nobody scores any points on either side for that time then the endgame collapse immediately starts. That would help deal with the uncommon but annoying situations where two or three survivors are all intentionally hiding and not doing gens at all but are hoping the others die or open hatch with a key while the killer looks around for them. Depending on how good the survivors are at hiding and how good the killer is at searching and what detection perks they may or may not have this can devolve into a fairly lengthy stalemate sometimes.
- When two survivors are left, double or triple the speed of the bleed out timer so it takes about 90 seconds to bleed out instead of 4 minutes. That way the killer still has an opportunity to slug for a four kill if they want, but the time to do it is more limited so that phase of the game can move more quickly if they do. It forces the killer to either quickly find the fourth survivor or hook the third and hope to win the hatch race. And likewise it forces the third survivor to go for a revive more quickly if they want to go for the rescue. Speeding up this portion of the game is useful since this endgame tends to be the part that can feel like it's dragging out a bit.
- Allow players to cash in their unused bloodweb add-ons and offerings for maybe 1/4 or 1/3 value. It doesn't have to be a huge amount, just something so that it doesn't feel like most of your inventory is just junk you'll literally never use.
- An official web site where you can view your own game stats (average scores by killer or as a survivor, kill rates, escape rates, etc.) It would also be fun to be able to view overall stats on characters, such as Blight's overall average scores or kill rates or percentage of games various perks are used.
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thisthisthis
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Clown.
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7.Make Moris only available whenever the gen count is lesser than the Survivors who are alive
This is the most interesting Mori change I've heard and I would like to see this applied to Ebony Memento Moris. Can you open a suggestion thread for the devs to take notice of it?
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