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BP's Comprehensive List of Gameplay modifications and Perk Rebalances

After finally putting enough hours in the game to play at all levels of ranked matches, maps, playing against all of the killers and all of their perks, and trying out a majority of the survivor perks, I have kept a log of things I feel need to be changed or implemented in order to discourage players from losing interest in a game that has great potential. I'm sure a good amount here has been previously communicated in some form over the years, but thanks for reading if you made it all the way through.


Gameplay / Mechanics / Misc

-Add a continuous leaderboard rankings and statistics system (how many escapes you have, survivors rescued, heals completed, stuns completed, etc)

-Add a 10 player game option, 2 killers + 8 survivors, additional exit gates and generators

               -more people likely to try out killer if they’re not the only killer

-Add an ability for the survivors to kill the killer, but make the process very long and/or difficult to do and have it reward more bloodpoints than escaping. Possibly make it so if the survivors decide that they want to kill the killer, than they forfeit their ability to escape

-Increase the amount of time that a downed hook takes to respawn, but also increase the sabotage time. Increase the bloodpoints received from sabotaging a hook from 500 to at least 1,000

-sabotage is pretty useless right now since the hooks come back so quickly and there are usually many hooks very close together, so the killer still has many options

-Have two different shrines available for perks, 1 for killer, 1 for survivor, each with 4 perks to choose from

-Increase bloodpoints received in shrine if you trade in shards for a perk that is already learned (increase from 150,000 to 500,000

-it only takes a few games to receive 150,000 bloodpoints, but obtaining 2000 shards is a much longer process. The current 150,000 bloodpoints reward for this is way too low

-Add a matchmaking estimated wait timer that is shown prior to searching for a match, one for playing as a survivor and one for playing as a killer

-Increase the number of pallets at Lery’s Memorial Institute

-Increase the number of lockers in the top section of Gideon Meat Plant

-Increase bloodpoints received for struggling and for boldness tasks

-Make it easier for the flashlight to blind the killer when pointed at the head

-Provide some time of warning or notification 10 seconds before a bird will start circling you

-When a compendium challenge is completed, hyperlink directly to the completed challenge once you click on select challenge in order to collect the bloodpoints, instead of just taking you to the main compendium menu

-Implement the ability to access the shrine without having to go through the store so that you can look through it while searching for a match

-Give players a visible feedback score that everyone can see that is determined by how many positive and negative ratings they receive

-Display a list somewhere that shows all of the teachable perks you have unlocked all in one place

-Return offerings to players if the game ends in a disconnect or someone abandons within the first 60 seconds of the match

-Have the ability to prevent a teammate from unhooking you right after you are hooked or when the killer is very close by

-too many times I have idiot teammates unhook me right after I get hooked and the killer is behind us or watching us and then I just get downed again instantly and die

-Add a killer practice mode so first time killers struggle less and are less intimidated. Also for trying out different types of killers once purchased and even before purchasing to try them out

-Remove or increase the bloodpoints cap

-Increase the number of lockers in maps and spread them out more

-Increase the amount of wobble that the killers experience when survivors are wiggling while being carried

-Provide lone survivors in the dying state an opportunity to still survive if the hatch is closed and you don’t have a key

-Stop putting the exit gates so close together, it literally makes it impossible to win, especially if you’re the last survivor and they close the hatch. If this won’t get fixed, then dramatically increase the opening speed depending on how close the gates are to one another and how many survivors are left

-Lower the cost of DLC that has been out for more than 3 months. Lower the cost to buy gems to unlock new survivors/killers

-Introduce some new type of penalty for abandoning or disconnecting from games

-Make it so the second you walk through an exit gate, you have escaped. It is annoying how survivors just wait inside there or try to bait the killer to get extra bloodpoints or whatever it may be

-Reduce the number of items/perks that need to be unlocked in a bloodweb between levels 15 and 30.

-Also implement a new way to learn and advance through teachable perks in a new character’s bloodweb, but have the ability to be more selective so that the perks you want to learn on that character appear over those that you don’t care about

-Keep totem cleansing progress when not fully completed and slightly increase totem cleansing speed

-Reduce the amount of shards it takes to unlock new characters. Cap the amount of shards it takes to unlock a perk to 2000

-Increase the chance of learning unlocked teachable perks in survivor’s bloodwebs more quickly and at lower levels

-Add a slight aura or some type of identifier to show other survivors if someone has the broken status so they don’t try to keep healing them when it is not possible since it won’t show anything

-Show the name of perks and their descriptions when hovering over them while spectating in a match

-Make it slower to complete a generator by oneself, and then dramatically faster based on each additional survivor helping. Right now, solo generator repair speed is too quick, and the added bonus from cooperation is not significantly greater. Maybe half the normal repair speed for one survivor, then for two survivors have it slightly faster than the current speed, and then make it significantly faster for having 3 or 4 survivors on it at once. This should help out the killers a bit while incentivizing survivors to repair and cooperate with one another

-Increase the chances of going to a larger variety of maps without having to use an offering or have a certain killer/survivor being played

               -variety is good

-Add ‘The Walking Dead’ content if possible. Rick Grimes and Daryl Dixon as survivors and Negan as the killer with his barbed wire wrapped baseball bat. Have the maps as Alexandria and the prison  


Killer Perk Rebalances from a survivor perspective

-Nerf the Doctor

               -the frequency that shock therapy can be used

               -the effective range of static blast

-Nerf the BBQ and Chili perk by modifying the ranges or by decreasing how long the auras are shown from 4s to 2s

-Nerf The Nightmare by allowing survivors to slow down the nightmare counter by doing certain actions (repairing, etc) or extend the delay until the counter starts again after you are woken up. In addition, allow survivors under the nightmare state to be allowed to wake up from any wake up area, not a specific one


Survivor Perk Rebalances

-Ace in the Hole: Provide a very small chance for an add-on to be ultra-rare

-Aftercare: Remove the reset that occurs if you are hooked by the killer

-This perk already isn’t very useful or advantageous to begin with, so having an option that resets everything again makes this skill even more useless

-Any Means Necessary: Reduce the time it takes to stand a pallet up and decrease the cooldown

-Autodidact: Remove the -25% progression penalty from the start

-Babysitter: Slightly increase the time that unhooked survivors will not show marks or blood for. Remove the ability for the killer to see the survivor that is doing the unhooking

-This perk already isn’t that useful to begin with, especially when compared to Borrowed Time, so having a small buff to the duration would help. On top of that, there is no reason to let the killer see the aura of the unhooker as this basically ruins any benefit of the perk as it provides a huge risk to the unhooker now

-Better Together: Slightly increase the range of the aura of the generator that is revealed to the other survivors

-At a distance of 32m, you most likely already know that a survivor is at that generator even without needing to see the aura because of the close proximity

-Blood Pact: Significantly increase the speed provided with the haste effect. Significantly increase the range from one another that the haste effect is active. This skill has an interesting concept, but may need a rework to be more useful such as providing some type of benefit if you are the obsession. Then this could be a good perk to use with For the People and Object of Obsession

-7% increase in movement speed might as well be no increase in movement speed as this is barely any increase. 16m range is too small to be useful

-Boil Over: Increase the range that the aura of the hooks will be obscured

               -14m is too small, especially considering how many hooks there are on the map and how many are close to one another

-Botany Knowledge: Increase max level to 50%

-Breakdown: Include survivors that you are unhooking to the criteria for the hook to temporarily break

               -Having it only for yourself is too circumstantial and not very useful to waste a perk slot on

-Breakout: Increase range to at least 12-15 meters away. Increase haste effect bonus. Slightly increase wiggle speed

               -This perk is too weak as it is. 6m range is too close, 7% bonus is too insignificant, and wiggle speed of 20% is slightly lower than it should be

-Buckle Up: This skill needs a rework. Who cares about seeing the recovery progress of someone in the dying state? If you have been watching their aura already and see that they haven’t been moving, then you already know that they most likely are waiting to be healed. The added aura bonus for healing is very circumstantial and isn’t very useful also

-Camaraderie: Slightly increase the range criteria

               -This perk isn’t very useful to begin with, especially if the killer stays close by. Usually other survivors have already made their mind up once the struggle phase gets to a certain point if they’re going to risk saving or not

-Dance With Me: The duration needs to be increased by a few seconds. Some additional benefit such as not leaving any blood may help this perk be more useful

-Dead Hard: Slightly increase the exhaustion time at each level or some other suggested nerf

-Decisive Strike: Reduce the stun duration from 5 seconds to 3 or 4 seconds or some other suggested nerf

-Déjà vu: Allow for the generator auras to be shown to nearby survivors as well, otherwise it’s like a bad version of Detective’s Hunch

-Desperate Measure: Needs a rework. This perk is terrible and is basically a worse version of botany knowledge. The bonus speed % is way too insignificant and who cares about increasing unhooking speeds? Unhooking speeds are already fast. When you are healing, you’re usually already in safe place also, so the speed isn’t as important

-Distortion: Either increase the number of tokens, provide a way for tokens to be regenerated, or when active, provide the ability for this perk to be toggled on and off so tokens aren’t wasted. Also, make this perk permanently counter Deerstalker while there is at least 1 token remaining

-Diversion: Decrease the criteria for activation

               -45s is incredibly long, significantly limiting the number of times that this skill can be used per game. Should be 20s-25s at most or it should just have a cooldown or token system

-Fixated: Increase bonus % from 20% to 25% at maximum level

               -I feel that most of the time you are either running or crouching, so it’s unclear how useful a walk bonus really is

-Flip-Flop: Change from 50% to 100% of recovery progress that is converted to wiggle progress for a maximum of 50% wiggle progression (the latter remains unchanged)

               -most of the time you don’t even get to recover at all in the dying state, so if you were able to get a small amount, there is no reason that is should be halved even when the maximum of wiggle progression that can be provided is already capped at 50%

 -For the People: This perk is not very good considering most people will have other means of healing themselves such as self-care, a first aid kit, or another perk. Also, why does the healer have to become injured? On top of already becoming broken for a minimum of 90s… The only benefit to this perk is that the heal is instant, so instead of becoming injured after healing someone, just add a long cooldown or have a token system. If it needs to stay that you get injured upon healing someone, then allow this skill to be used while injured, without being put into the dying state to make it more viable or greatly reduce the broken duration (the latter probably being the more realistic option). Additionally, there is a pause to be able to heal someone until you are able to have them stop moving then have the pop up come on the screen saying you can use it once you try to start healing for a second. It should just be once you are right next to a teammate that you can use the skill right away

-Hope: Increase the bonus speed % and make it permanent once the gates are powered

               -7% is too small to provide any real benefit and there’s no need to have a duration on it

-Inner Strength: Slightly reduce the time required to stay inside the locker

-Leader: Increase max level speed from 25% to 33% and increase the effect range from 8m to 16m

-Lightweight: Further reduce how long scratch marks stay visible

-Lucky Break: As a one time perk that last only three minutes of the trial, this perk is severally underwhelming. It either needs to have a cooldown or a token system to make it a viable option

-Mettle of Man: The requirements for this skill to activate is too hard. Protection hit score events are pretty uncommon and needing 3 to activate this is too much. Instead of protection hit score events, change it to something else that is easier to fulfill. Also revealing your aura to the killer when outside a range seems like an unnecessary drawback of an already bad perk

-Object of Obsession: The range for this perk should be increased by more than just an extra 8m if you are the obsession. Some type of other added benefit for being the obsession should be added as well such as a decrease in the range that the killer can see your aura

-Off the Record: This perk isn’t very strong to begin with, but the benefits that are provided to you should be applied for the unhooking of other survivors as well to make it more viable

-Open-Handed: Each tier should be increased from 4/6/8 to 8/12/16 at a minimum. 4/6/8 is way too small of a bonus to provide any significant advantage for having this take up a perk slot

-Pharmacy: In addition to its current benefits, should provide an increased chance of 50% at max level for obtaining an emergency med kit on the second chest opened

-Poised: This perk has potential, but it is too limited right now when just applying to only when generators are completed. Adding no scratch marks when unhooking other survivors could help make this perk more viable

-Power Struggle: This perk will likely need some type of rework or added benefit since the chances to take advantage of this each game is extremely limited, especially if killers know that it exists. How often are you going to be carried near a pallet dropping area? Probably rarely. Maybe make it so the pallet can be further away and still work or some other type of rework

-Red Herring: Needs to be reworked to allow the user to save the location of the generator that they want the warning indicator to go back to. Also, there are not enough lockers on the maps or spread out enough for this skill to be very useful. The requirement to use this skill needs to be more convenient other than trying to find a locker at the right moment

-Repressed Alliance: Reduce the activation requirement and extend how long the generator is blocked for. 60s is too long because by then you might as well just finish the generator. 30s duration is too short because maps are usually very big so by the time you or someone else gets over there to try and finish it, it’s too late or it didn’t provide any benefit at all

-Resilience: Significantly increase the speed bonus provided. 9% at max level is pretty much nothing. In order for this to be worth a perk slot, it’s going to have to be at least 20%-25%

-Saboteur: As mentioned earlier, this skill is pretty much useless now since hooks respawn so quickly. Even if you manage to be near the killer when he’s picking up a survivor and also manage to beat him to the hook while taking the time to dismantle it, there’s so many nearby hooks all the time that getting rid of one won’t do anything. Significantly increase the time it takes for a hook to spawn, I say 2 or 3 minutes minimum, and in turn increase the time it takes to perform saboteur and leave the cooldown as is. This is a fun and unique skill that is useless because of how fast hooks spawn, how many hooks there are on a map and how close the hooks are to one another

-Second Wind: Significantly reduce the amount of time it takes for the heal to occur

-Slippery Meat: Increase the chance to succeed, probably from 4% to 7%-10%

               -this perk is like a bad version of Deliverance

-Small Game: Significantly increase the detection range

               -right now, the range limits this perk to allow survivors to only be aware of traps nearby them and remove them as they come across them. However, if the range were to increase significantly, they could then use the perk to help go around the map dismantling traps

-Sole Survivor: Provide a small base range that the killer cannot read your aura when everyone is still alive

-Solidarity: This is possibly one of the worst perks in the game. When you are injured and healing a survivor, they’re just going to heal you next, so the amount of time you save by already being at 50% is so insignificant that it’s not even close to being worth a perk slot. You could also just have your own med kit, the self-care perk, or any other better perk that can heal you. This needs to be reworked so that you get healed 100% of the way or it should be replaced with a new perk entirely. It’s also only beneficial if you are injured too which makes it even more situational

-Soul Guard: Increase the duration of the endurance effect. Allow soul guard to affect survivors that you are healing

               -the current effect time is too short and the ability to have it activated is very limited and situational

-Sprint Burst: Slightly increase cooldown. When the skill can be activated, have the ability to toggle it off and on so you can run around the map without having to waste using the skill until you are ready to use it

-Stake Out: Reduce from 15 to 10 seconds. Increase additional progression bonus from 1% to a minimum of 5%

               -Tokens are lost very quickly so the risk that it takes to refill them all for an insignificant 1% bonus that can be obtained instead from a multitude of ways makes this perk too weak as it is

-Streetwise: Increase reduction from 25% to 35%. Increase range from 8m to 16m, maybe even more

-Technician: Change repair noise reduction from 8m to 16m. Remove additional regression penalty

               -One of the benefits of this perk needs to be the risk that you would take to try and get a great skill check, since you know that if you miss, the noise will not happen. But because of the extra regression penalty, this is deterred and makes the perk much less effective

-Tenacity: This perk isn’t terrible as is, but an extra benefit that would help make this perk more useful would be to generate a skill check for the killer as he tries to pick you up, and if he fails, he does not successfully pick you up and you can keep crawling away until the killer can try again after x number of seconds

-This Is Not Happening: increase from 30% to 50%

-Up the Ante: Increase the bonus luck from 3% to 7%-10%

-Unbreakable: increase dying state recovery speed from 35% to 50%

               -needs a slight improvement since the full recovery is only allowed once per trial and being allowed to stay in the dying state and not get hooked right away is very uncommon

-Vigil: Increase range from 8m to a minimum of 32m. Increase recovery speed from 20% to 35%. Increase the out of range effect from 15s to 30s

               -This perk is just way too weak in all three facets and each needs a large buff

-Visionary: This perk is probably one of the most useless perks in the game right now. First of all, you can easily see most generators in most maps already, especially within a 32m range. Secondly, generators usually spawn in the same or similar spots in every map, so you usually know where to look for them anyway. Third, this perk would only benefit new players and what new player is going to purchase this guy as their first DLC or gain enough shards to learn this perk if it happens to be in the shrine while they are still new. On top of all of that, this perk even deactivates after you complete a generator for no reason

-Wake Up!: Another useless Quentin perk. Exit gates are already revealed to you once the last generator is completed… Why would I waste a perk slot on this? Other survivors already know that you’re going to be at one gate or the other gate and even then your aura is only shown while you’re actually opening the gate... Lastly, a 15% bonus is practically nothing. This needs to be at least 30% to be worth it

-We’ll Make It: Increase how long the effect lasts and provide a haste bonus and extra bloodpoint bonus as well. After that, then maybe there will only be 50 other perks that I would choose instead of this one

-We’re Gonna Live Forever: Add sabotaging a hook while a survivor is being carried to one of the criteria options

-Windows of Opportunity: Include the auras of lockers as well. Either eliminate the cooldown entirely or reduce it to 5s-10s

               -why does there need to be a cooldown?


General Comments

-Please understand that survivors are not in the dying state as long as you devs think they are. I would say that at least 90% of the time you just get picked up and hooked right away, so please stop trying to make so many perks around being in the dying state and then making them trash anyway

-It is important to understand the gameplay at all tiers of ranks to understand where a lot of these suggestions are coming from. Games played at ranks 1-5 are not at all the same as ranks 15-20

-There’s a reason that out of 86 perks, it’s always the same 10 that are used. Please do not continue to ignore feedback regarding buffing a variety of survivor perks. If all the above perks were buffed to actually be useable, then there would be so much more variety in perks selected which would create more dynamic gameplay instead of the same perks every game to expect from teammates. Killers get bored and annoyed of this as well since they’re always playing against multiple dead hards, decisive strikes, etc. When looking at a perk that isn’t commonly used, you need to ask yourself would I rather use this perk or decisive strike, dead hard, burrowed time, alert, spine chill, and a few more because that’s what each potential perk slot is always up against. Each time you design a perk, you need to think is it worth a perk slot, are there 10 other perks that work better on their own than this one, does this 1 perk significantly boost another perk, and is this perk very fun to use because it is unique in its own way? If the answers are no, yes, no, and no, then don’t bother

-Before you allocate most of your resources and time spent on just pumping out new content that is not widely purchased, please focus first on improving the core gameplay and perk rebalances as mentioned above. People want these modifications to create a more varied, dynamic, and fun game instead of having the same issues and drawbacks patch after patch because all that is focused on is new content in hopes that a small number of people will buy the DLC

-There are several perks that require the use of lockers, yet the amount of lockers on maps is sparse and they are not evenly spread out among different areas of the map. This makes these perks too difficult to use when you actually need to use them

-Where did this arbitrary 7% haste value come from? Do you understand how insignificant 7% increased movement speed is?

-Introduce a new survivor perk that counters the exposed status effect

-Introduce new survivor perks that reward bonus bloodpoints

-Introduce a new survivor perk that makes it harder to pick someone up right away once being placed in the dying state

Comments

  • Eralo
    Eralo Member Posts: 11

    First of all sorry for my english. I want to say some things on what you posted

    I don't like the idea of a 2 killer mode, i don't understand why you want it that much. Maps are too small and it would be really hard to understand what's happening, however i think a lot of the games mechanics and strategies lies on predicating and anticipating other's actions.

    I like how the sabotage is now. Don't forget that getting out of the killer grasp must be an exception, as it took some time to down the survivor. It should either be a mistake of the killer, either a bodyblock of the whole team (wich is a pretty bad idea). Sabotage is only an help for that, you shoudln't succeed with it once a trial.

    A lot is about the grind and the BPs, i won't say anything as i don't care at all.

    I really agree for the last survivor in dying state, taht's boring to search him, as you technically already won. Same with the BPs you get from the shrine, but who does that anyway, go buy cosmectics or characters idk.

    Doors spawn are broken, i agree

    Maps are not tied to a character, what are you saying ? The only issue is that when you have once chance per variation of the realm. So you have like, 4x more chances to go to autohaven, than to go to Ormond. Like or like it not, that's how it work today.

    PERKS:

    -I think that BBQ must make people scream, not showing aura. I fond it too much myself, you can snowball on a simple hook just by knowing where everyone is.

    -diversion and stake out mustn't be based on terror radius. I see something like whispers : when you're close of the killer (like 24 meter ?) the perk charge up. It would make these perks more consistent, agaisnt ghostface and freddy specifically

    -+25% walking speed ######### 0_0. Fixated is great as it is.

    -The use of for the people is a burst of heal: probably on someone getting tunneled or in someone that has just gotten into dying state. Or you play with iron will and you don't mind the broken status that much.

    -inner strenght is good as it is too, it's a pretty strong perk: you heal yourself by doing objectives.

    -You probably don't play killer, to say that OoO needs a buff. If it gets one, i'll stop playing ghostface and pig.

    -i didn't really tried power struggle, however i find it is strong, coupled with DS and flip-flop. You become UNKILLABLE ! MOUAHAHAHAH ! It still have a good psychological effect, as you won't carry around pallets, it will help you to break free, even if you don't use it.

    -Unless it is really really nerfed, sprint burst must NOT work with an active button. It would be way too strong

    -The cooldown of windows of opportunity is not understandable. I use it quite a lot because i hate being tricked by allies, RNG and i have a bad memory, and i don't understand it.

    I see that you want to buff a lot of the survivor perks. But i find that the game balance is okay actually. That patch would help a lot survivors,a nd they don't really need it. If i remember the escape rate is 40% in red rank ? It's pretty high for me, in a game inspired by slasher movies.

    Why do you think there isn't enough lockers ? There's like 2 per tile, that's WAY enough

  • bp_dbd
    bp_dbd Member Posts: 15

    Thanks for the reply! I thought your English was pretty good.

    -If they were to introduce a 2 killer mode, then obviously they would need to make the map larger lol. And I think it would persuade more players to try out playing killer

    -Right now sabotage is only useful if the survivor that is being carried has the boil over perk. Sabotage would be helpful if you could use it when you are repairing a generator and the killer is coming to you so that you can quickly sabotage the nearest hook before the potential chase starts and that if you were to get caught, the hook would still be downed

    -Agree with diversion and stake out needing reworks

    -The only object of obsession buff I'm proposing is just having a better added benefit for being the obsession than not being the obsession because there is basically no difference between the two for the perk holder

    -The survivor perk rebalances are not too make them stronger in terms of increasing your chances against the killer or making the game easier, it is to make more perks viable as an option instead of just favoring using the same 10 perks every game...

    -If you try out perks that require the use of lockers, you'll notice its much more inconvenient that you'd think since they're not spread out nicely over the map

  • Kind_Lemon
    Kind_Lemon Member Posts: 2,559

    It's not that I don't have things to say about your post; I just happen to have little time.

    I support a number of the changes you suggest, but I wanted to point you toward what I've previously said about Sabotage (copy-paste):

    [Saboteur:

    Allows you to sabotage at 60/70/80% speed without a toolbox. Increases toolbox efficiency when sabotaging by 70/75/80%.

    Comes hand-in-hand with:

    SABOTAGE

    • 18 seconds
    • hooks stay permanently sabotaged until there are too few hooks in an area
    • if no hooks within 32 meters of where a survivor wiggles free (or if no hooks within 72 meters of a survivor when a hook is sabotaged), all hooks within 64 meters respawn after ten seconds.
    • For each time a hook is sabotaged, sabotage speed for that hook is decreased by 15%.

    And the sabotage mechanic is fixed.]


    About Hope: I agree with the unlimited duration once the exit gates are powered.


    But the Unbreakable and Soul Guard changes...

    They're already incredibly annoying to deal with especially when combined. Moreover, Unbreakable would be moving further away from the idea that it is a last resort thing for seemingly un-survivable circumstances. What you're suggesting just adds more stress to playing killer without slowdown perks.

  • bp_dbd
    bp_dbd Member Posts: 15

    Thanks for the feedback. I definitely like your proposal for a sabotage rework.

    As for Soul Guard, I think it's too weak on its own and I would rather choose many other perks over that one since it's so situational. You have to hope that you're given the opportunity to heal from the dying state and then you have to be able to get away from the killer, so in most cases, you'd either be fine getting away and wouldn't need the perk at all, or the perk would activate, and you would just get downed 8 seconds later.