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QoL improvements from a seasoned veteran

Here is some of my input to increase the fun and rewarding experience in the game. I will only come with some idea input and opinions, but i will try and stay away from numbers, as that is up to the devs to decide.

Survivors: Survivors bloodpoint gains needs to be improved overall. All scoring events should be slightly increased and there should be new ones added, especially in the stealthy gameplay category. Right now there is a major unbalance between getting bloodpoints as killer and survivor in the killers favor. Im not saying it should be as easy, but definatly increased.
This one i feel is the most needed for this game, playing survivors feel so unrewarding. And i think some of the toxicity would go away if survivors didn't feel they just wasted 5 minutes of their life if they get camped right of the bat.
Kindred should be a base part of survivors kit (bringing up solo survivors up to par with SWF).
More items, implement the firecrackers.

General. I think the maximum bloodpoint gains that you can achieve should be increased, as of now (especially as killer) i can have an amazing match. but way before its over i have reached max bloodpoint gain in several categories, this discourages me to continue playing and often will just make me afk or try to end the game quickly so i can earn points again.

More offerings that alter the game.

Season rewards NEEDS to be a thing, i remember they talked about wanting to implement this in one of their streams like 2 years ago, It doesn't need to be something major, but SOMETHING please.

Daily rituals, weekly rituals, Seasonal rituals and challenges, implement something for us to work towards except for the massive grind, so we can have small accomplishment momments along the way.

Leaderboards would be nice. And personal stats.

There should be an icon for how many totems that's left for both survivors and killers, so that solo survivors get SWF info and killers should just have this info outright, Also give different HEXES different aura color for killers.

The Pig: MASSIVE increase in deviousness points score. Only 250 for ambush attack is just silly, and the difficulty of actually pulling it off is insane compared to some others, i can lay down 2,5 traps as the trapper and i've earned as much. This should be trippeled and maybe add more scoring events like hitting someone with a RBT or stalking with the crouch.
And also decrease the time it takes to get in and out of crouch.

Myers: Same here but not as massive increase to deviousness point gain, especially while stalking, and maybe gain and scoring for hitting someone out of stalk or in tier 3.
And also either get rid of the double drain of stalking multiple survivors without getting more stalk or give him a slight bonus when stalking multiple survivors.

Doctor: He should either have the same speed in treatment mode as punishment mode. Or have longer base shock range, right now he is not very viable at shocking people without any range addons.

Trapper: He should carry 2 traps as default and be able to reset traps that are on the ground.

Hillbilly: He should have his flick back, this was something good player could do and all skill based mechanics are something this game really need, the skill ceiling for some killers are so low its not even funny. (Hillbilly is not one of them, but the removal of this mechanic was completely unnecessary).

Wraith: His reaparence should be decreased slightly, and the going into stealth should take like 0.5 seconds one ring and he's invicible, the last one doesn't make him stronger but it would be so much more fun.

Clown: his reload speed should be decreased. And the point gain slightly increased, and a direct bottle toss should do something more than nothing.

Spirit: The time you can get a grudge scoring event should last as long as wraiths scoring event lasts.

Leatherface: He needs a rework, the only thing he is good at is what people hate "camping".

Sorry for any misspelling, english isn't my native language. Feel free to add if there's something you feel also should be improved upon, but try to stay away from straight up buffs. I know some of these would go under the "buff" category but they don't seem/feel gamebreaking.

Comments

  • mcNuggets
    mcNuggets Member Posts: 767

    @Karltastisk said:
    Here is some of my input to increase the fun and rewarding experience in the game. I will only come with some idea input and opinions, but i will try and stay away from numbers, as that is up to the devs to decide.

    Survivors: Survivors bloodpoint gains needs to be improved overall. All scoring events should be slightly increased and there should be new ones added, especially in the stealthy gameplay category. Right now there is a major unbalance between getting bloodpoints as killer and survivor in the killers favor. Im not saying it should be as easy, but definatly increased.
    This one i feel is the most needed for this game, playing survivors feel so unrewarding. And i think some of the toxicity would go away if survivors didn't feel they just wasted 5 minutes of their life if they get camped right of the bat.
    Kindred should be a base part of survivors kit (bringing up solo survivors up to par with SWF).
    More items, implement the firecrackers.

    General. I think the maximum bloodpoint gains that you can achieve should be increased, as of now (especially as killer) i can have an amazing match. but way before its over i have reached max bloodpoint gain in several categories, this discourages me to continue playing and often will just make me afk or try to end the game quickly so i can earn points again.

    More offerings that alter the game.

    Season rewards NEEDS to be a thing, i remember they talked about wanting to implement this in one of their streams like 2 years ago, It doesn't need to be something major, but SOMETHING please.

    Daily rituals, weekly rituals, Seasonal rituals and challenges, implement something for us to work towards except for the massive grind, so we can have small accomplishment momments along the way.

    Leaderboards would be nice. And personal stats.

    There should be an icon for how many totems that's left for both survivors and killers, so that solo survivors get SWF info and killers should just have this info outright, Also give different HEXES different aura color for killers.

    The Pig: MASSIVE increase in deviousness points score. Only 250 for ambush attack is just silly, and the difficulty of actually pulling it off is insane compared to some others, i can lay down 2,5 traps as the trapper and i've earned as much. This should be trippeled and maybe add more scoring events like hitting someone with a RBT or stalking with the crouch.
    And also decrease the time it takes to get in and out of crouch.

    Myers: Same here but not as massive increase to deviousness point gain, especially while stalking, and maybe gain and scoring for hitting someone out of stalk or in tier 3.
    And also either get rid of the double drain of stalking multiple survivors without getting more stalk or give him a slight bonus when stalking multiple survivors.

    Doctor: He should either have the same speed in treatment mode as punishment mode. Or have longer base shock range, right now he is not very viable at shocking people without any range addons.

    Trapper: He should carry 2 traps as default and be able to reset traps that are on the ground.

    Hillbilly: He should have his flick back, this was something good player could do and all skill based mechanics are something this game really need, the skill ceiling for some killers are so low its not even funny. (Hillbilly is not one of them, but the removal of this mechanic was completely unnecessary).

    Wraith: His reaparence should be decreased slightly, and the going into stealth should take like 0.5 seconds one ring and he's invicible, the last one doesn't make him stronger but it would be so much more fun.

    Clown: his reload speed should be decreased. And the point gain slightly increased, and a direct bottle toss should do something more than nothing.

    Spirit: The time you can get a grudge scoring event should last as long as wraiths scoring event lasts.

    Leatherface: He needs a rework, the only thing he is good at is what people hate "camping".

    Sorry for any misspelling, english isn't my native language. Feel free to add if there's something you feel also should be improved upon, but try to stay away from straight up buffs. I know some of these would go under the "buff" category but they don't seem/feel gamebreaking.

    Survivors shouldnt get a BP increase, the BP they gain is the same as for every killer, but they get BP very inbalanced and only when getting chased + doing gens, stealth is not really counted.
    While killers get BP for their overall performance.

  • Karltastisk
    Karltastisk Member Posts: 529

    A killer gets a total of 3700 bloodpoints for completing one of their objectives the most efficent way, killing one survivor. 4X hit=1200 + 3X found=600 + 3X hook=1500 + sacrifice progress X2 = 400 total off 3700 bloodpoints.

    Survivors get 1250 bloodpoints + skillchecks that vary but i would say around 600 if you can hit great skillchecks so thats a total 1850 thats half of what killers get when you compare the two, but i don't see the problem for killers that survivors get increase in points, it doesn't affect gameplay and with Bnp gone there's no problem.

    And i know the survivors can get more if they cooperate but still i don't feel they are up to par with each other.

  • thesuicidefox
    thesuicidefox Member Posts: 8,223

    Hell no to Kindred being a base kit. Besides the fact it makes SWF even easier, bringing solos up to SWF is not the way to balance the game. What we need is limitations placed on SWF groups, something like only allowing 1 instance of a perk among the group. SWF's should be doing team builds anyway, letting everyone in the group run the top meta perks is what is so gamebreaking about it.

    A better solution would be to have the hooked survivors aura pulsate like a heartbeat if the killer is within 8m OR the survivor on the hook is in the killer TR. That doesn't give away too much information other than "killer is close to the hook". If the pulse nevers goes away then you can be sure the killer is camping. And it doesn't turn a group of solo's into an SWF that can play super optimal because they can see everyone in the game.

  • Karltastisk
    Karltastisk Member Posts: 529

    @thesuicidefox said:
    Hell no to Kindred being a base kit. Besides the fact it makes SWF even easier, bringing solos up to SWF is not the way to balance the game. What we need is limitations placed on SWF groups, something like only allowing 1 instance of a perk among the group. SWF's should be doing team builds anyway, letting everyone in the group run the top meta perks is what is so gamebreaking about it.

    A better solution would be to have the hooked survivors aura pulsate like a heartbeat if the killer is within 8m OR the survivor on the hook is in the killer TR. That doesn't give away too much information other than "killer is close to the hook". If the pulse nevers goes away then you can be sure the killer is camping. And it doesn't turn a group of solo's into an SWF that can play super optimal because they can see everyone in the game.

    Even tough i completely agree with you on many of the points your making, but the fact that the devs have admitted that their plan IS to buff solo players up to par with swf, then this is one of the tweaks i feel would do, maybe just start with the killer radius within the 8 meters so everyone know when the killer is camping. could be a beginning.

  • thesuicidefox
    thesuicidefox Member Posts: 8,223

    They said that, then backpedaled on the idea of making Kindred part of the base kit. Probably because it is too powerful as I point out. Same reason they backpedaled on closing hatch.

    Buffing solo players just makes the game worse not better. Solo play is balanced right now, it's SWF that is broken.

  • Boss
    Boss Member Posts: 13,616

    @Karltastisk said:
    Doctor: Have longer base shock range

    I should put some support on this one specifically, it feels like he definitely could use Mouldy Electrode at base.

  • Zagrid
    Zagrid Member, Alpha Surveyor Posts: 1,000
    Not sure if you guys know from the Legion changes but it appears BHVR does not care what we want to happen with the game. Otherwise they would have done the changes we asked for then went from there.
  • lindechene
    lindechene Member Posts: 76
    edited December 2018

    This weekend I finished unlocking all teachable perks for both survivors and killers.

    Survivors bloodpoint gains needs to be improved overall. All scoring events should be slightly increased and there should be new ones added, especially in the stealthy gameplay category

    I absolutely agree that survivors need more ways to gain bloodpoints.

    The usual argument for killers gaining more bloodpoints is that they have to stay the whole match until the last survivor leaves. But as survivor I equally often encounter matches that result in very small blood point gains and no chance to rank up.

    Inactive or low level killer:
    All survivors can do is finish generators or clean totems.

    Because the killer is not hitting anyone there is no one to heal and no chase.

    = basic Altruism and no Boldness emblems


    Camping killer

    All survivors can do is finish generators or clean totems.

    Because the killer is camping the hook and not chasing after survivors even when they come reasonable close to try to lure him away no one is getting hit.

    No points can be gained for healing others or unhooking.


    In both scenarios survivors did everything right and escaped but still end up not gaining BP and Pips for their time.


    Reward special actions with bloodpoint gains

    - Hidden bleed out

    A survivor gets slugged but manages to crawl away and hide until he bleeds out.
    **

    • Stealthy repair**
      A survivor manages to repair the equivalent of a full generator without triggering a chase.

    - Escape unseen
    A survivor manages to escape remaining in stealth for the whole round without triggering a single chase.

    - Escape untouched

    A survivor manages to escape without getting hit once.

    **- Stealthy unhooker **
    A survivor unhooks other survivors without triggering a chase or a trap for 15 seconds after unhook.


    Intention:

    • When killers are inactive or are camping survivors should be able to counter this by gaining more bloodpoints for actions in the stealth category.

    • Players who would enjoy playing survivor should not feel the need to play killer and cross spend the bloodpoints gained to level up survivors.


  • Carpemortum
    Carpemortum Member Posts: 4,506

    Hell no to Kindred being a base kit. Besides the fact it makes SWF even easier, bringing solos up to SWF is not the way to balance the game. What we need is limitations placed on SWF groups, something like only allowing 1 instance of a perk among the group. SWF's should be doing team builds anyway, letting everyone in the group run the top meta perks is what is so gamebreaking about it.

    A better solution would be to have the hooked survivors aura pulsate like a heartbeat if the killer is within 8m OR the survivor on the hook is in the killer TR. That doesn't give away too much information other than "killer is close to the hook". If the pulse nevers goes away then you can be sure the killer is camping. And it doesn't turn a group of solo's into an SWF that can play super optimal because they can see everyone in the game.

    Swf should be doing team builds? Isn't that one of the biggest complaints? That swf is too coordinated? What happens if people just want to play together, and now one cant run his perks bc a rando has it or his friend just got it and wants to run it as well. Dark sense, leader, urban evasion, sprint. Not even just ds and self care. 

    Every other post is how swf is too coordinated and you say they "should he running team builds".

    Im sorry, but I'd rather run into a seal team six swf once every 10 games or so than have promoted coordination (which is one of the main complaints of swf) or lack of fun due to restrictions.

  • thesuicidefox
    thesuicidefox Member Posts: 8,223
    edited December 2018

    @Carpemortum said:
    Swf should be doing team builds? Isn't that one of the biggest complaints? That swf is too coordinated? What happens if people just want to play together, and now one cant run his perks bc a rando has it or his friend just got it and wants to run it as well. Dark sense, leader, urban evasion, sprint. Not even just ds and self care. 

    Dude the team build thing only applies to SWF. If I have a group of 3, none of us can use the same perks as the other. The random in the group has no limits. They can do whatever they want.

    SWF is coordinated, and when you let the entire team run SC/DS/Adren with comms that's the game breaking part. If you want to play in a group then you will get a MINOR handicap to offset the fact you can communicate (or at the very least go into the game with predetermined tactics and such). Team build forces groups to play off meta, and thus they can't abuse the most powerful stuff in the game.

    Would you rather play Seal Team 6 where each member has the absolute best gear, or would you rather play Seal Team 6 where they have to share the best gear with no overlaps?

  • Carpemortum
    Carpemortum Member Posts: 4,506

    @Carpemortum said:
    Swf should be doing team builds? Isn't that one of the biggest complaints? That swf is too coordinated? What happens if people just want to play together, and now one cant run his perks bc a rando has it or his friend just got it and wants to run it as well. Dark sense, leader, urban evasion, sprint. Not even just ds and self care. 

    Dude the team build thing only applies to SWF. If I have a group of 3, none of us can use the same perks as the other. The random in the group has no limits. They can do whatever they want.

    SWF is coordinated, and when you let the entire team run SC/DS/Adren with comms that's the game breaking part. If you want to play in a group then you will get a MINOR handicap to offset the fact you can communicate (or at the very least go into the game with predetermined tactics and such). Team build forces groups to play off meta, and thus they can't abuse the most powerful stuff in the game.

    Swf may be coordinated, but it doesnt mean they're all running those perks. You can have 4 people who want to run the same perks and it not be those. Maybe they want to all run deliverance or slippery meat. Maybe they want to play a game of get each other caught with bond and distraction. That limits people who also want to play for JUST fun.

    Besides that, like I said, the amount of times you run into THOSE teams with THOSE perks stacked, is not only rare, but a damn good challenge. If rank in this game is useless/a joke, who cares if all 4 escape and you depip? It's a game. You move on to the next one. 

    I'd rather the 1 in 10 than restrictions that can penalize those doing nothing wrong. Sorry.
  • thesuicidefox
    thesuicidefox Member Posts: 8,223

    @Carpemortum Just because you choose not to run all meta perks doesn't mean that SWF is balanced. And if that's your group, then the limitation wouldn't affect you anyway since you'd be doing the same thing.

    The power in SWF comes from stacking your advantages. Take that away and SWF would be more balanced. You defending it just says to me that you don't want to lose that ability to stack advantages. I main survivor and I'd be totally fine with limits when I'm in a group.

  • Carpemortum
    Carpemortum Member Posts: 4,506

    @Carpemortum Just because you choose not to run all meta perks doesn't mean that SWF is balanced. And if that's your group, then the limitation wouldn't affect you anyway since you'd be doing the same thing.

    The power in SWF comes from stacking your advantages. Take that away and SWF would be more balanced. You defending it just says to me that you don't want to lose that ability to stack advantages. I main survivor and I'd be totally fine with limits when I'm in a group.

    The power in getting better is taking challenges that push you wether you succeed or not. I play with one other person usually, or killer. Dont assume anything about me.
  • thesuicidefox
    thesuicidefox Member Posts: 8,223

    @Carpemortum said:
    thesuicidefox said:

    @Carpemortum Just because you choose not to run all meta perks doesn't mean that SWF is balanced. And if that's your group, then the limitation wouldn't affect you anyway since you'd be doing the same thing.

    The power in SWF comes from stacking your advantages. Take that away and SWF would be more balanced. You defending it just says to me that you don't want to lose that ability to stack advantages. I main survivor and I'd be totally fine with limits when I'm in a group.

    The power in getting better is taking challenges that push you wether you succeed or not. I play with one other person usually, or killer. Dont assume anything about me.

    If you want a challenge then you should be fine with limiting yourself when in a group. Otherwise there is no challenge.

  • franticpig29
    franticpig29 Member Posts: 102

    They should make it where when survivors die they can't see the killers perks and ad ons till end of game. So that SWF can't tell the others what perks the killer has when they die.

  • Carpemortum
    Carpemortum Member Posts: 4,506

    @Carpemortum said:
    thesuicidefox said:

    @Carpemortum Just because you choose not to run all meta perks doesn't mean that SWF is balanced. And if that's your group, then the limitation wouldn't affect you anyway since you'd be doing the same thing.

    The power in SWF comes from stacking your advantages. Take that away and SWF would be more balanced. You defending it just says to me that you don't want to lose that ability to stack advantages. I main survivor and I'd be totally fine with limits when I'm in a group.

    The power in getting better is taking challenges that push you wether you succeed or not. I play with one other person usually, or killer. Dont assume anything about me.

    If you want a challenge then you should be fine with limiting yourself when in a group. Otherwise there is no challenge.

    Challenge as killer. As 4k is pretty easy as is. Dont take what you know I meant and try to twist it.
  • SnakeSound222
    SnakeSound222 Member Posts: 4,467
    edited December 2018

    @Karltastisk said:
    Doctor: He should either have the same speed in treatment mode as punishment mode. Or have longer base shock range, right now he is not very viable at shocking people without any range addons.

    I don't think that he needs a movement speed increase while only in Treatment. He could use a movement speed increase to at least 100% while charging his shock therapy instead because I think that's why it's so hard to hit shocks without any add-ons. His movement speed to decreased to around 87.5% when he charges his shocks.

    Another buff he could use is the removal of the shock delay. When you use your shock, you will see an outline of where it's going to hit instead of it hitting immediately. This makes it harder to stun Survivors because they can start vaulting or dropping a pallet during the delay and make that shock nearly worthless and a waste of your time.

    I agree with increasing his base shock range by at least 25%.

  • thesuicidefox
    thesuicidefox Member Posts: 8,223
    edited December 2018

    @Carpemortum said:
    Challenge as killer. As 4k is pretty easy as is. Dont take what you know I meant and try to twist it.

    But you are being a hypocrite here. You want a challenge as killer but not as survivor, especially when survivor is ALREADY the less challenging side, and ESPECIALLY ESPECIALLY when SWF removes 90% of whatever challenge there is in the first place.

  • thesuicidefox
    thesuicidefox Member Posts: 8,223

    @SnakeSound222 I'd be fine with buffing Doc in these areas if shocks didn't STOP your vaults and instead forced a slow vault like Clown's bottles do. It's buggy AF and really lame when you jump through a window, get shocked (or just scream) and TELEPORT back to the other side without any way to mash the button to jump over. Doc gets both the shock and the hit, which is BS. He should get 1 or the other.

    Stopping them from dropping pallets is fine though, only because there is never an instance where you drop the pallet, scream/get shocked and the pallet undrops itself. It either is or isn't dropped.

  • Carpemortum
    Carpemortum Member Posts: 4,506

    @Carpemortum said:
    Challenge as killer. As 4k is pretty easy as is. Dont take what you know I meant and try to twist it.

    But you are being a hypocrite here. You want a challenge as killer but not as survivor, especially when survivor is ALREADY the less challenging side, and ESPECIALLY ESPECIALLY when SWF removes 90% of whatever challenge there is in the first place.

    Playing survivor is already a challenge considering the doorknob randoms my partner and I run into. Neither side is "hard to win" right now. 

    I'm just saying as someone who plays both sides, people crying about swf stacks should just play against them and get better. Not ######### about it because they feel like they cant guarantee a 4k.