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Quick, Easy and Specific Suggestions To Address Core Game Problems And Problematic Perks

AnonymousPigeon
AnonymousPigeon Member Posts: 3
edited December 2020 in General Discussions

Hi,

I have some quick suggestions for the game. I identify some aspects of the game which I think are problematic and then propose my solutions for them. Let me know what you think! Some of the details no doubt would need a little tweaking here and there but I believe the core suggestions I make are good (hopefully). I identify 7 problems in this post.


I make specific suggestions for the problems I identify. Here is a brief snapshot at the problems:

Problem 1: The Perceived Essentiality of DS and BT

Problem 2: DS needing changes

Problem 3: Making winning as a killer more viable without needing to camp/tunnel/mori

Problem 4: Mori changes

Problem 5: Key changes

Problem 6: Preventing camping

Problem 7: Object of Obsession changes


Problem 1: DS and/or BT feels essential for a lot of players, as without them you can get tunnelled which drastically reduces the enjoyment of games. This leaves it feeling like you only have 2-3 perk slots which you can actually customise, as DS/BT feel essential, which makes it feel like you have less freedom/creativity/customisation options for your build in the game. DS also costs money to get (without waiting months for it to be on the shrine), which not all players have the luxury of being able to afford on top of the base game.

Problem 2: DS should be a counter tunnelling device, but as it stands its duration goes beyond this, making it extremely frustrating for killers to have to deal with even when they aren't tunnelling.

Solution for Problems 1 & 2: Make all survivors have the following effects: Once unhooked, survivors get the DS effect for 1 minute. If the survivor is outside of chase for at least 30 seconds of that minute, this DS effect is deactivated. If downed while this DS is active, survivors are given the Unbreakable effect; they can pick themselves up and their recovery time is increased by 35%.

This would make it so that tunnelling is discouraged but perk slots don't need to be used up to do so, and the anti-tunnelling measure isn't too unfair for killers. Killers also can't just down people who have been recently hooked to slug them for long either, as they can quickly pick themselves back up.

This also frees up 2 perk slots for survivors, increasing creativity/customisation in the game.


Problem 3: Killer difficulty level is too high; it is too difficult for a killer to stop survivors from completing 5 generators with all 4 survivors staying alive. For many killers undying + ruin feel essential in order to stand a chance at doing well in the game, making build customisation/creativity feel lacking.

Solution for Problem 3: Regardless of the perks a killer is running, when a survivor is not actively working on a generator, it regresses at 40% normal regression speed. Kicking a gen is still possible; kicking a generator increases the regression to 100% normal regression speed.


Problem 4: Moris, especially high tier ones, increase the game's difficulty too far for survivors.

Solution to Problem 4: Moris should be used as a way for killers to eliminate survivors who are already on their last hook, but in a cool/fun way, and without the risk associated with picking up + hooking a survivor (getting stunned etc.). Suggested moris are as follows:

Cypress - Kill 1 survivor by your hand who is one hook away from death

Ivory - Kill 2 survivors by your hand who is one hook away from death

Ebony - Kill 3 survivors by your hand who is one hook away from death


Problem 5: Keys increase killer difficulty level too much.

Solution to Problem 5: Only 1 survivor can escape through the hatch using a key, and only 1 key can be used per game. Opening the hatch takes 3 seconds. I do not want to take credit for this idea as I have seen each of these changes be spoken about before.


Problem 6: Killers can camp hooked survivors to prevent them from being unhooked, which is too punishing/enjoyment-reducing for the hooked survivor and their team. Not all killers care about ranking up and so the decreased points for doing this is not an effective enough deterrent.

Solution to Problem 6: If a killer is within 15 metres of the hooked survivor for 30 seconds total without being in a chase, the hooked survivor can unhook themselves and has the BT effect upon doing so.


Problem 7: Object of Obsession is too powerful against trapping killers. It also can be too powerful in SWF lobbies. Whilst Object of Obsession does not increase survival rates according to stats, I believe that if if stats were run on only SWF lobbies, or against trapping killers, Object of Obsession would be shown to be too powerful.

Solution to Problem 7: Object of Obsession should only last for 5 seconds each time it is used. There should be a cooldown between using it; it can only be activated every 30/25/20 seconds. Killers should be notified when an Object of Obsession has activated, so that they can see this is the case when in any trap-placing animation, to know that this trap is no longer viable.


And that's all for now. Thank you for reading! Please let me know what you think. 😀

I had posted this earlier but when I tried to edit the format, the post was removed - not sure what happened there, hopefully re-posting this is okay. EDIT: okay the original post is now back, sorry for the accidental double post!

Post edited by AnonymousPigeon on

Comments

  • TicTac
    TicTac Member Posts: 2,432

    Solution Problem 1 & 2: Chase as a condition can be abused by the killer (example old bt, old legion)

    Its a huge buff for ds. Its shorter but you can still abuse it. The problem with DS is not the time, its that you can do things to win the game while being invincible.

    Solution Problem 3: A gen is 80 sec and needs 360 sec to regress fully. 50% of that 720 sec. This effect is really weak, it wouldnt change much.

    Solution Problem 6: could work, but should disable after all gens are powered. It would need new animations for struggle phase.

  • Katana314
    Katana314 Member Posts: 9

    I generally agree with a lot of these being issues; in many cases not "strategically overall" (eg, tournament rules, people won't bother running Borrowed Time because camping the hook isn't a good strategy), but for the sake of player fun. When I was low ranks, I would always run BT because killers would just wander around and the unhook would be their next clue.


    I think on solution 1 and 2, you run into complexity issues. Even if the propositions are balanced, it's hard to identify them to players, since they would mainly affect newer ones.

    I kind of like your ideas on 4 and 5; although one thing to consider is that generally speaking, I don't think anyone should ever feel this game is "perfectly balanced". Keys and moris do feel a tiny bit cheap, but can also be fun to successfully counter in some way. I at first wasn't sure about giving hatches an unlocking process, but if there's still 2+ survivors around then theoretically someone could distract. The only time I'd disagree with that is if it's only one person and they're reopening the hatch after the killer has closed it.

    1/2/6 all seem to touch on a very core issue to the game's design; that much as the game wants the killer to leave the hook, there's plenty of reason not to. I've been playing a little bit of Resident Evil: Resistance (I don't know why people compared that game to Dead by Daylight) and their solution for things like one person being isolated/tunneled (a fair strategy there) is that that person respawns from death, only reducing the overall Lose Timer by about 1:30. That's a lot of time, but the survivors can make it back if the three others are doing objectives. It basically means one survivor functions as Tank, successfully drawing the Mastermind's time. The teams both succeed/fail as one.

    I could potentially see a weird gamemode to DBD where the survivors are all on a single timer of some sort, like the Endgame Collapse - and hook states simply cause the whole team to collectively lose progress on that timer. To keep it close, it could add time when generators complete or an exit gate opens. In that situation, being camped on the hook so long would be uninteresting for that survivor, but basically guarantee a survivor win.

    That's probably not gonna happen, but I'm trying to think of ideas to overall reduce hook camping that aren't complicated for newbies. A simpler one could be: When the killer is within 20 meters of the hook, and no survivors are in that area, that survivor does not lose "hook health" - meaning survivors could do all 5 gens while a bubba is camping and the hookee would still be on first hook. The game's UI intentionally stutters the normal progress of hook health so that it's difficult for killers to use this as a proximity hint. This, unfortunately, doesn't resolve the overall issue for Deathslinger in particular unless survivors get very good at blocking the chain.

  • TheButcher
    TheButcher Member Posts: 871

    Stop babying the Survivor playerbase. They don't know how to play, and they are too entitled to learn how to play. It's skewing statistics, and making for terrible balancing changes.

  • Katana314
    Katana314 Member Posts: 9

    I mean, whatever else you may believe, sitting on a hook or on the ground all game doesn't teach a survivor anything about how to play. I agree that a really good team can punish hook camping, but you have to build game mechanics that encourage the playstyle you want. It's not just about balance, and it's not necessarily just about the high ranks.

    I'm actually suggesting this mainly as a killer player. I used to think Barbecue and Chili was overpowered but I realized one of the best things about it was it got killers moving away from the hook. More innovative solutions like that are exactly what we need.

  • AnonymousPigeon
    AnonymousPigeon Member Posts: 3
    edited December 2020


    Rather than having the chase be the condition, maybe it should be about proximity instead then? Survivors further than 10 or 15 metres of the killer for 30 seconds total lose their DS?


    Oh wow, I really like your idea for preventing camping, with the progress of the hook stopping if the killer is too close.


    Thank you for the feedback so far everyone 😀