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What do you think would improve the game?

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Comments

  • Marc_go_solo
    Marc_go_solo Member Posts: 5,347

    Some ideas:

    1. More maps: I understand they've been updating existing maps, so it's not a complaint. However, now the maps are updated, it'll be great to get some new areas. Maybe a map with every mid-chapter patch, as well as upcoming chapters.


    2. A better introduction for new players: We definitely could do with an improved tutorial, and also (whether it be a new game mode, matchmaking or whatever) to have a trial area whereby newer players could experiment (and older, for that matter). Maybe a sandbox mode where you don't die or escape, but just jump in and try out different aspects and techniques.


    3. A new objective: I do like the newer ideas like glyphs, and the gnome objectives is a nice extra. BHVR did talk a while back about an additional objective to start the trial, but never expanded on it and we didn't hear anything since. Would love to have that or something similar.


    4. Craftable Items and Bloodweb: This may tie in to the objectives as well, and perhaps too the grind. I've been interested in how killers and survivors create the offerings or find add-ons. Constructing different, unique items would be fun to explore.

    So, maybe as an additional objective for both survivor and killer could be to find parts or add-ons in the trial, as survivors can already do with chests. Maybe a few parts are hidden or something else is deconstructed or harvested in the trial, which can be crafted once the trial ends.

    That way, the bloodweb can perhaps be shrunk to focus less on items, add-ons and offerings (although they'll still appear throughout) and focus more on offering more perks per level. That way, you have a new objective in the trial, something fun to do outside of the trial and a reduced grind!

  • gilgamer
    gilgamer Member Posts: 2,209

    I don't see how having the weaker version of a perk allows you to learn the perk. If anything it would dissuade people from using the perk till they unlock the better version of the perk. The only real way to learn how to use your perks is to use them and the annoying farm that's only gets worse and worse the more perks you unlock adds almost nothing to the game except I guess a reason for people to farm which is insanely boring and certainly doesn't teach anyone anything.

  • EvilJoshy
    EvilJoshy Member Posts: 5,295

    What I think would really improve this game is devs that actually play both sides at rank 1.

  • Sup3rCatTree
    Sup3rCatTree Member Posts: 588
    edited May 2021

    Actually Balance things that need to be balanced

  • Predated
    Predated Member Posts: 2,976

    You dont see how? I mean, sure, give all survivors the absolute strongest version of each perk, see how terrible survivors get. Weaker perks allow you to use perks in your advantage, without using the perk as an absolute crutch. Which is important the first 50-ish hours of the game. Its the simple fact that, theoretically, you could start out as any character.

    Again, if anything, Prestiging should be more rewarding than it is right now by removing some of the grind, and considering you can prestige with only 30% of the perks at T3, is why I think perma unlocking everyone at T1 on P1 to be the logical step and everything T2 at the start of P2 and T3 on P3.

    Note, that this already reduces the total BP grind by more than 50%, from 12 mill BP per character on average to 5 million BP per character on average(assuming P3 lvl 50), especially if you unlock all the perks first. Having all T3 perks on multiple P3 characters, I can tell you, you earn too many bloodpoints as you can run 2 iri addons and get 2 iri addons back from bloodpoints alone. The hardest addons to get are actually the green ones because map offerings are green. At least, for killers. For survivors its still #########, but that is simply due to the fact that survivor BP needs to be reworked.

    Every minute survived should grant you 650 BP, capping at 5850 points after 9 minutes, giving 1.5k additional points on escape and an additional 650 on top of the 1500 if you escape through the hatch. Every generator fixed should give survivors across the map 1k points with the 3k remaining done by actively working on gens or opening chests. Every survivor being healed should grant everyone points up to 5k with the 3k remaining due to actively healing. Then you have 3 catagories that are based on teamplay, with 1 catagory actively encouraging you to distract/sabotage the killer. Sure, you could argue that it would boost other survivors, but does it really? It only gives them slightly more BP but guarantees your BP to also be high if you're being tunneled. It would reflect the emblem system slightly better through BP gained, meaning you no longer have 8k BP on a pip or 20k BP on a depip.

  • papabear2009
    papabear2009 Member Posts: 115

    Just make this game more fun for Killers, right now I think the overall play just stresses Killers out. Getting rid of stuff that lets players (survivors mostly) be toxic like TBing, flashlight spam clicking, or just general trolling at exit gates would be a little help but I don't think those are the core issues.

  • gilgamer
    gilgamer Member Posts: 2,209

    Oh no people wouldn't have to get the same perk 3 times, since as we know perk tiers matter so much on so many perks. Only a few perks at tier 3 actually make a sizeable difference like Iron will for instance there is a big difference between them but on the flip side the perk is mostly useless until it gets that 3rd tier so no I don't think newer people should have to use the bad version of a perk since the ones where it matters its a completely different perk until it gets to tier 3. I'm all for making prestiging matter and being beneficial but if want to also use them as a form of grind reduction make each tier give a stacking discount to the blood web. I do agree survivor blood points are borked but that's a different topic.