We have temporarily disabled Firecrackers and the Flashbang Perk due to a bug which could cause the Killer's game to crash. These will be re-enabled in an upcoming patch when the issue is resolved.

Some ideas that makes gameplay more varied

GalleoN2o
GalleoN2o Member Posts: 11
edited October 2021 in Feedback and Suggestions

Hello there!

  • I suggest introducing an automatic wiggling with a skillcheck adding for killer: if the killer miss a skillcheck twice the survivor is frees.

This will help with "no wiggling at all", survivors needs to survive and makes it harder to the killer to keep survivor on the shoulder while hitting / moving.

  • The gate's linebar will decreasing when the lever is released (decrease occurs twice as slow).

This will help to avoid quick open when no "end game collapse" is active or one survivor needs to pulls up the lever from time to time to counter decreasing.

  • If only one survivor is alive, when chasing is started, the "endgame collapse" timer stops for this period of time.

This will help to save the time to leave the chase and open the gates

  • Need to remove keys at all. With a new developer info:

The hatch, and keys by extension, have long been very contentious topics, leading to some heated debates. We have some changes incoming to make them a little fairer. 

First, the hatch will no longer spawn if there’s more than one Survivors in the trial. This means you’ll never have to worry about the last three Survivors vanishing when there’s still one generator left.  

Additionally, the hatch will now take a few seconds to open with a key once it is closed. Progress does not reset when the Survivor cancels the interaction. This eliminates the problem where a Survivor can simply sprint straight at the hatch and instantly open it and escape.  

With that said, these changes will make the “Where Did They Go!?” achievement impossible to obtain, so it will be changed to ‘Escape through the Hatch using a Key.”


Source: https://forum.deadbydaylight.com/en/discussion/281834/mid-chapter-developer-update-september-2021-part-2

better to spawn an one cursed key after the hatch is closed, with the key a survivor can open the hatch, but he takes an "exposed status effect" to the end of this trial and makes a notification to the Killer.

  • Needs an end game statistics for each survivor (repairing gens/chasing time, generators done/unhooks/heals counter).

It makes it more competitive for survivors.

  • And the last one, just an idea for a Killer that can transform into survivor form, who can pretend to fix the generators, heal, etc..

Have a good day!

Post edited by GalleoN2o on

Comments

  • AGM
    AGM Member Posts: 806

    Most of these ideas have been suggested before. A dev said regressing exit gates wasn't fun. SWF would instantly ruin any killer that looks like a survivor. The survivor could hold the game hostage if the EGC timer stops, defeating the point of the EGC.

    Bad ideas, no offense.

  • GalleoN2o
    GalleoN2o Member Posts: 11
    edited October 2021

    @AGM It's okay, I like your opinion.

    Most of these ideas have been suggested before.

    Oh, never heard of them.

    A dev said regressing exit gates wasn't fun.

    It is really strange, if they need FUN, than 1 survivor can stay near the gates to makes them FUN.

    SWF would instantly ruin any killer that looks like a survivor.

    There is some true, but at least that killer can do some FUN situations, like they like.

    The survivor could hold the game hostage if the EGC timer stops, defeating the point of the EGC.

    It stops only for a time of a chase, so if a survivor can do long runs by skill, that is a killer's problem, he can leave him alone. (pure win)

    But thanks anyway i'm glad to hear your opinion! Peace!