Ideas to improve survivor gameplay (perks/ bloodpoints and NOED)

Faulds
Faulds Member Posts: 903
edited November 2021 in Feedback and Suggestions

Hello everyone,

I was looking for a way to post feedback concerning dbd, so here is some suggestions (about the survivor gameplay):


*Survivor perks:

-Autodidact needs more skillchecks, and a warning to the teammate (like we'll make it). Because you have to play 100 games to actually gain any value from the perk (i usually can only get 2 to 3 stacks).

-Plunderer's instinct could benefit from a speeding bonus for opening chest. Ace in the hole and plunderer's could be having an area of effect to prevent teammates from wasting chests (yes it happened to me multiple times).

-We'll make it could definitely be increased to a 120 seconds duration (especially considering the "boon circle of healing" is more useful)

-Self care should be at 100% healing speed (the boon allows it, and for multiple teammates)

-Borrowed time could definitely work for the user of the perk when he is unhooked also (its sad that you need to bring ds and bt, and have less diversity in serious builds)

-Boon totems should only work once (hex perks only work once); the radius could be increased to 32 meters

-Circle of healing should only increase the healing speed of someone who heals others (on top of the self-care ability)

-Soul gard shouldn't have an unbreakable effect, but could protect a teammate that you got up from the ground with the endurance status effect (or you could give that last effect to buckle up)

-Kinship do not work in solo q, because there is no warning... the perk icon could be put beside the perks slots of the teammates when the user is on the hook (and lighted if a survivor is in range)

-Mettle of man could only work once per trial, and get stacks for safe unhooks (the aura reading penalty should be removed)

-Balanced landing should reduce the drop stun by 100% the time it activates (it is so annoying to get hit because of the little stun that you still get)

-Situational awareness should reveal your aura to your teammates (map wide) when you're working on a gen; could reveal aura of teammates working on a gen within 32 meters

-Built to last should only work once

-Street wise should be increased to 50%, and should not stack

-Pharmacy should work like the perk flashbang from leon: work for the equivalent of 100% of a gen, and get a syringe (from a locker) that heals like a brown medkit

-Guardian should hide pools of blood and scratchmarks of the unhooked survivor for 12 seconds

-Premonition is useless (especially when you compare it to spinechill): you could make it so that, when the user of the perk is in chase, his aura is revealed to his teammates map wide (the user can also see his teammates aura)

-Lucky break could be changed: 12 seconds of no scratchmarks and no pools of blood after a hit

-Breakdown could work when the user of the perk is unhooking a teammate (maybe reduce the hook respawn timer then)

-Stake out number of stacks could be increased (at least to 6 stacks)


*Survivors bloodpoints:

When playing survivor, i get way less bloodpoints than when i play killer (when playing killer, i can easily get 30k per match... but not the same can be said for my survivor gameplay). I've thought of some simple ideas to deal with it: for every gen done by the team "every alive member get 1000 bloodpoints" (it already happens with some events; i'd prefer if it was base kit)/ escaping through the hatch should give 5000 bloodpoints, and escaping through the doors should give 7500 bloodpoints (especially when escaping through hatch is not considered as an escape by the mmr system).


*NOED rework:

NOED allows killers to get easy downs against disorganised teams, and doesn't even activate against organised swf. There is a way to make the perk more fair: when the fifth gen pops, the killer has a "one minute" noed. The DS/ KEYS and MORIS reworks were right... now its time to finish what has been started.

Post edited by Faulds on

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