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What would you change about DBD if you worked at BHVR?
If you worked at BHVR, what would be the first thing you would change about DBD?
For me it would be:
- Investing more money into a better anti cheat system and an improved report system.
- Removal of SBMM (MMR).
- More focus on QOL of the game.
Comments
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Realistically if I worked at BHVR it'd be as a writer, since that's my vocation, and so my answer would be changing Nurse's awful tome lore lmao
It'd be nice to see adjustments and maybe soft-caps for action speed boosts, though. That'd do a lot to help the game.
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Reinvent the logic behind MMR and emblem systems
I would also like to participate in balancing, like they start with getting info for every survivor to close the gap between solo and SWF, but I think my ideas are beyond what is realistic, like too much effort or a complete rework of fundamental game mechanics
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Add Ada Wong to DBD as a legendary cosmetic
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That’s an essay I’m not willing to write out...
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well, never happening since they have already rejected my application (but to be fair, I never stood a chance because i don’t have any experience or education in game developement although in softwaredevelopement..)
i guess i would push for more accessibility settings/settings in general which are now in some cases not available in-game but should be. Depending on what they already have I could probably also improve their regression and automated tests…
if anything goes then yeah.. MMR system improvements so that also chase times play a role there and other stuff. For perks/killer powers/items/maps some more changes based on the Meta and generally way more often tweaks and number changes to encourage diversity
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I'd probably get banned for as many pages my response to this question would take.
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Add uber jason.
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This is the dream for me... This skin never got officially released in the F13 game if I'm not mistaken. BHVR getting it WHEN Jason eventually makes it in, would be breathtaking....to say the least. Uber Jason is my favorite version of the character tbh.
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I would add an orange justice emote
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I would change the game-play design philosophy.
I'd let perks that encourage you to interact with the other team to be more powerful while giving solo queue more tools to work with.
So that interaction between players is encouraged over just being solo on a generator and wishing your team actually doing their job.
I'd also weakening or reworking the abilities/perks that reward you for avoiding the enemy team or you're own team(Circle of Healing is an offender of both).
I'd also just add in features like the obsession change spider tendrils(Which for those who don't know begin to move while the obsession is being chased) for everyone so that random people work better while in solo queue. This also wouldn't change SWF power level either.
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- Make a new team to carefully develop a new engine for the game that will give better visuals and allow for things like fog, rain, water, crushable snow, slippery floors, and whatever else they can think of, while not melting older PCs and consoles and running at 60FPS minimum.
- Have another team to make sure that the first teams code is well written to help minimize bugs and to implement a better anti-cheat that gets updated every chapter (or faster when a new hack comes out).
- Overhaul the character models once again, only so we can have better customization and cosmetics. No more locked sets and now there will be slots for shoes, hands, legs, waist, upper torso, shoulders/back, neck, head, ears, hair and facial stuff. Clothing can now be shared between survivors. Killers will get select cosmetics that hey can share but I wouldn’t want them to be too alterable since they should stay unique.
- Redo every map so they’re fair for both sides. No more multiple versions of the same map. Every map will be static except for new weather effects as well as day/night/dusk effects. No more strong loop after strong loop after strong loop.
- Once the maps are fixed, Nerf Nurse to have only one blink, faster movement speed and no fatigue. Instead she’ll get a cooldown on her blink. Maybe she could get something else, I just don’t know what yet.
- Give Claudette a Bush cosmetic.
- Give David a higher polygon count as well as higher resolution textures so his body can stand out more.
- Introduce Henry Cavills Witcher character, shirtless cosmetic included.
- Increase the Blood Point Cap to 20 million.
- Removal of brown offerings and rework offerings in general.
- Rework some survivor items and their add-ons.
- Allow players to sell add-ons and offerings back to the blood web at a reduced rate.
- Decrease the cost of everything in the blood web by at least 40%.
- Higher professional writers to rewrite the games lore. I haven’t gotten too into it, I’m just not a fan of survivors being helpless and having no hope of ever escaping the entity.
- Give Trapper 4 traps as base kit as well as the ability to walk through traps without setting them off.
- All killers will get a new cosmetic of themselves before they were corrupted/changed by the entity.
- Exit Gates will regress after 30 seconds.
- Rebalance Killers once maps are fixed.
- Delete the ginger witch.
- Introduce a killer that’s just a regular house cat.
- Implement harsher DC penalties. If you can’t handle loss, you don’t need to ruin a match with your selfishness. Serial DCers will be put into a separate matchmaking that pairs them up with themselves.
- Figure out how to remove Bubbas absolute face camping ability. Maybe make it to where he can only down one person with his chain saw when he’s next to a hook and anyone else gets put into whatever state it’s called that requires you to mend.
- More cosmetics in the free rift.
- Reveal SWFs during the point screen.
- Better graphic settings.
- Wednesdays are Pizza days at the office and Fridays will be Cheesecake Day.
- Make moris on par with the current Mortal Kombats fatalities.
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Fix solo q then hand in notice and play solo q as a full time loser
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Wednesdays are Pizza days at the office and Fridays will be Cheesecake Day.
Best change suggested yet.
Introduce a killer that’s just a regular house cat
will the survs be able to pet the cat though?
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What's bad abour her lore? I'm genuinely asking cause I stopped reading past the killer description lol
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I can't stop laughing from number 6
Okay, I would make the rest of the employees be sure to play what they do themselves. Because now, as I see it, they don’t even roughly understand what they are doing and where they are going.
And yes, I would add a competitive mode to the game and balance these two modes differently.
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In fairness, it's more that I don't like it, so bear that in mind.
Her base lore sets her up as having snapped after viewing the horrors of an old-style insane asylum, and I like that, it's a nice inversion from portraying the patients as the violent and scary ones. Her tome lore has her convinced to start killing people by one of the patients, which I don't like.
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Effectively the lore contradicts/Retcons the tragic kind hearted altruist base story and turns her into what is effectively a eugenicist supremacist murderer with no redeeming qualities... Nor even any true reason for killing.
It also didn't address anything relating to her in game powers nor why she has marionette like animations which is what people wanted to know to begin with.
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Yes. The mori will be the cat indicating it wants to be pet, the survivor will pet it and then the cat will launch itself into their face in a whirlwind of claws and fur.
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My future gamertag in DbD shall be Mori_Me_Cat then.
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Post edited by Smoe on0 -
1:Rework Dead Hard and NOED epitome of poorest designed perks
2:Rework Majority of maps Shelter Woods, Suffocation Pit, Azarov’s Resting Place, Rotten Fields, Fractured Cowshed, Crotus Prenns, Red Forests, Backwater Swamps, Ormond, Sanctum of Wrath, RPD and Eyrie of Crows
3:Change majority of killers slight to rework
Top 3 priorities for in game along with bugs and cheating fixes
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You're asking for a dissertation here
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Ability to regain tokens somehow would be better than just increasing it imo.
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Write up a list of what we're working on with time frames.
Balancing x perk 5/22
Creating new killer 11/22
Editing x map 6/22- 12/22
adding new tome 7-22
I'm sick of soon, Im sick of the comminuty sharing their concerns at Q and A and the most voted up concerns get ignored, yet something like hiding a crappy icon takes priority.
We got fed its one of our most requested things to remove grade icons, but yet people asked for alot more fixes that would have gotten more requests that got ignored.
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There are too many things to even name, but the basics would probably be things in this nature: (Keep in mind these are more so things I would change about the game, and not things I would do as a dev. Because if I was a dev, there is no way I would have the skill, time, or resources to make all of these changes.)
- Overhaul the hatch/end game. Right now, I hate how it's basically a dice roll for whether the killer or the last survivor finds the hatch first. And it also feels unfair to me how the survivor is almost guaranteed to die/escape depending on the gate spawns after the hatch is closed.
- Reduce the grind substantially.
- Rework The Nurse. The Nurse in her current state is a design nightmare, and I see no way to nerf her without making her horrible.
- Nerf Dead Hard.
- Nerf CoH
- Rework Noed.
- Bring back Old Freddy (with modern Freddy's teleport) in the form of an add-on.
- Rebalance almost every breakable wall.
- Reduce the size of bigger maps like Mother's Dwelling, add more pallets to maps like Shelter Woods, and remove many pallets on maps like The Game. Overall, I'd strive to bring map balance in general closer to that of Coal Tower and Father Campbell's Chapel.
- Give solo-survivors a way to communicate with each other, likely through a ping system. (Don't worry, I'd never add voice chat to this game.)
- Buff many killers.
- Buff many add-on's.
- Remove MMR and start testing new match making systems.
- Retcon ######### Tome lore like Pig's, Nurse's, and Legion's. Additionally, from this point on, every Tome entry will be concrete lore, instead of alternate time-line bullshit.
- Provide more cosmetics to lesser played characters.
- Add more features to Kill Your Friends.
- Add new game-modes.
- Improve events and overall make them more special.
- Shift general focus to improving game health.
- Act more transparent with the community.
- Add weekly, or possibly even monthly rituals. Additionally create more community-wide challenges.
- Add more Resident Evil characters in as legendary skins. (It kinds surprises me how Behavior hasn't already done this. There are so many and RE is a pretty popular franchise.)
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There's too many things to list that no one is gonna read anyway
Post edited by Sludge on0 -
- Yes
- No.
- Yes
- BBQ and WGFL BP bonus baseline for both sides.
- Useless addons removed from the bloodweb.
- Each level of Prestige further increases BP gains by 15%.
- Tweak maps. Larger ones get smaller, smaller ones get a bit bigger, The Game completely reworked.
- Buff all lower tier killers.
- Give survivors pings and better communication tools.
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Delete the forums.
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Ask the dev to play their own game
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Make Trickster a 115 killer.
... That's about all I can think of right now.
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Immediately begin work on Dead By Daylight 2 in Unreal Engine 5. DbD's big issues are that it is held back by irreversible design choices and legacy code all the way back from from 2017. BHVR might not be the cream of the crop when comes to game design, but they could definitely do something solid with a fresh start and half a decade of experience working on a nearly identical game.
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I'd have reduced the grind a long time ago.
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I'd change a lot of things, but the first thing I'd try would be reworking all maps to be more balanced with less God Pallets/Dead-Zones and more mindgameable Pallets, along with making them smaller and reducing the spread of Generators
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thats how nerfed flashlight
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- A mobility system to help lower tier killers.
- Fix the grind
- Improve reporting system
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#27 I personally preferred the brutalitys because you had to do them during the finishing blow. It was harder to pull off when the recipient was fighting back. In mkx I did Ermacs brutality with the soul orb by accident. I was just trying to keep the combo going and my opponent just blew up lol
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As a single employee you don't get to decide where money is spent.
As a single person you can't just change MMR. You can voice your opinion supported by facts.
You don't exactly decide what you work on.
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Hard delete dead hard, replace it with something completely different. Free on-demand movement shouldn't exist for survivors in any form.
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There’s two ways to answer this question - what would you do “that’s actually possible and practical to do under the current engine”, versus what would you do “if you were designing Dead By Daylight 2 from scratch to replace the current version”. Some of the ideas people are posting aren’t feasible in the current version of the game according to the devs (e.g. they’ve already nixed any hope of adding a replay system in the current engine.) But if we’re talking about making a new game from the bottom up then those things are possible.
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I'm more interested in the creative aspect of the game, so my list would be:
1 - Rewrite most of the archives lore
2 - Lots of new maps and change the ones that have a lot of variations (Like macmillam, every map looks the same)
3 - More cosmetic variety and 1 whole year without a Feng skin
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- Fire whoever is responsible for anticheat measures, like 3 times over. Then implement a new and hopefully better system.
- Put in an emote wheel so survivors in Soloq can communicate
- Remove invicibility on Dead Hard
- Remove Brand new part and nerf toolboxes
- Remove Boons altogether
- Implement a function that would automatically flip your camera to look behind you by pressing a button. So you don't have to give yourself a sea sickness everytime you want to turn around
And few other things
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- Double down on the lore writing we already have, especially for the multiverse stuff.
- Give Killers the choice to choose between PTB and Live version of their chase music to listen to if one exist during their PTB.
- Increase the amount of resources put into Improving SBMM further.
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Quadruple the payout of the non-pudding/cake BP offerings.
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Remove/rework coh and snap the swamp map out of existence
Also give Jeff robes as a cosmetic in 5he store
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Not listening to the majority of horrendous ideas people have on the Twitter/Reddit/forums.
Other than that, general map and tile generation logic improvements, optimization where possible. More info for solo queue to match SWF level, and buffing killers to match all survivors having SWF level info. That’s really about it for the major stuff. DBD is pretty well balanced for most of the playerbase, and most complaints are just a skill issue.
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Not listening to the majority of horrendous ideas people have on the Twitter/Reddit/forums.
Most reasonable and sane change in this entire thread as of yet.
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Perma ban for toxic behavior (harassment in endgame chat, tracking down their socials to harass, Steam comments)
This game would be great if the community wasn't majority horrible.
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Harassment is reportable already.
stuff outside of the game can never be dealt with by BHRV. You have to look into the actual platform and if that behavior is reportable there.
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First - get to know the devs and make some public statements about the behind the scenes prospects of the game.
The Devs are shrouded in mystery, it is very easy to turn them into anonymous specters.
Hopefully, if I had the genie powers of running the place, I'd be able to get to know them better and become more familiar with their work.
Through a few community announcements, hopefully we can generate a bit more transparency with just a little bit of effort.
Second off, I'd try and create a roadmap which would include, major overhauls to all killers, perks, and items over time - working with the creative team and the community to strike a healthy balance to breathe life into the game.
I'd also make several hundred other small suggestions to explore including, but not limited to, the following:
· Mangled – Increases the total recovery progress needed by a flat 32% (does not stack). Healing speed cannot exceed 100%
· Near-Sighted – Debuff. Fog limits vision to a 12 meter range
· Give-Up – When a survivor’s bleed-out is halfway or lower, they can hold the active ability button for 5 seconds to allow themselves to die. When committed, they scream – revealing their location, and play a 3 second animation before they expire. Dying in this way counts as dying by the killer’s own hand, not as a bleed-out.
· Carrying – Killer movement speed is decreased by a flat 25% when carrying a survivor.
· Hooks – lower base hook density.
· Keys – Expend charges to unlock chests much faster. Animation to use key in order to open hatch. Keys unlock exit gates faster at the expense of charges. Broken key extends the range of all aura reading by 8m. Keys have different models. Iridescent addon to keys to spawn hatch sooner. Addon to make key able to open hatch. Purple keys no longer open hatch by default.
· Doomed – When this effect ends, the afflicted survivor enters the dying state regardless of location or health status.
· Unstoppable – Ignore unit collision, cannot be damaged or debuffed by any means. Immune to hindered.
· Rummage – Interact with an empty chest to rummage. Every 4 seconds of rummaging, you have a chance equal to your luck of finding another item. Items found by rummaging are evaluated at half luck.
· Paranoid – While within the killer’s terror radius, heartbeat quickly ramps to maximum and remains for 3 seconds after leaving the killer’s terror radius – after which it slowly fades away.
· Maps – use of a map will create an overhead minimap. Visual difference between models. More addons to spread out use. Green map has small Minimap and limited range, Rainbow has entire minimap and extended range – still needs addons.
· Distracted – A killer afflicted with this cannot see any auras, hear loud noise notifications, survivor health states, or their own perks.
· Camouflaged – grants a small amount of transparency to the player model.
· Incapacitated – survivors that are incapacitated while in the Dying state cannot crawl. Incapacitated survivors cannot interact with hooks. Also prevents item and perk use.
· Generators – Generators have a base of 68 seconds to complete, but for each generator in the trial, the total time to repair a generator is increased by 4 seconds. (5 – 96 | 4 – 92 | 3 – 88 | 2 – 84 | 1 – 80 ) when a generator is completed, the repair ceiling for all other generators in the trial are lowered by 4 seconds over the course of 8 seconds.
· Toolboxes – Increased repair effectiveness over a longer period of time. No skill checks while a toolbox is in use by default. Toolboxes have a ‘Full repair’ conversion rate, where repair that they contribute to a generator has a portion of its addition that cannot be regressed. Each toolbox has a unique model. Add an Iridescent toolbox. Charge expenditure does not increase with speed.
§ Brown Toolbox: +10% Repair Speed, 16 charges, 6 second Sabo time (+0 Sabo duration) +5% full repair (1/4 charge conversion). (-1.6s / 4)
§ Yellow Tool Box +10% Repair Speed, 24 charges, 5 second Sabo Time (+0 Sabo Duration) +10% Full Repair (1/4 charge conversion). (-2.4s / 8)
§ Green Commodious Toolbox: +10% Repair Speed, 36 charges, 4 second Sabo time (+4 Sabo Duration) +15% full repair (1/3 charge conversion) (-3.6s / 12)
§ Green Mechanics Toolbox: +25% Repair Speed, 16 charges, can’t Sabo, +10% Full Repair (1/2 charge conversion). (-4s / 8)
§ Purple Alex’s Toolbox: Can’t be used to repair generators. 24 Charges. 3 Second Sabo Time (+8 Sabo Duration.)
§ Purple Engineer’s Toolbox: +25% Repair Speed, 36 charges, can’t sabo. +20% Full Repair (1/2 charge conversion) (-8s / 16)
§ Iridescent Shimmering Toolbox: +100% Repair Speed, 2 second Sabo time, 10 Charges. +25% Full Repair (Full charge conversion) (-10s / 20)
· Regression – Kicking a generator will cause a generator to regress at 1c/3s. Generators left untouched for 30 seconds passively regress for 1c/6s. Passive regression does not count as regression for the sake of perks.
· Lockers – In addition to Blindness, reduced audio, and aura concealment, remaining in a locker also renders the occupant Oblivious.
· Medkits – All medkits have unique models. They have increased healing rate on other survivors. 20 charges, takes 20 seconds to heal self by default - +80% healing speed on other survivors. New Iridescent medkit that has unique tradeoffs. Charge expenditure does not increase with speed.
§ Brown Medkit: 80% self-heal speed, 20 charges, +80% healing on others.
§ Yellow Medkit: 80% self-heal speed, 40 charges, +80% healing on others.
§ Green Medkit: 200% self-heal speed, 8 charges, +100% healing on others
§ Purple Medkit: 80% self-heal speed, 32 charges, +200% healing on others
§ Iridescent Medkit: +150% to healing on self and others, 22 charges.
· Exit Gates – When left alone and unopened for 15 seconds, Exit gates begin to lose their opening progress by 1c/8s. Stopping an opening action after 95% completion instantly resets the progress to 95%.
· Garage Doors – These contextual floor-gaps are large enough to be crouched under by survivors and some crouching killers. Sprinting survivors may slide under them like a vault. Killers can close this door with a 1 second animation to slam it shut – or go to the button with a 3 second animation to open it fully, survivors can spend 8 seconds to reopen the door to its ideal level.
· Doors – Doors can be opened or closed by survivors. Rushed door ‘slams’ can stun the killer like a pallet. Doors can be broken as any breakable wall could.
· Breakable Vaults – Breakable walls with windows. These can be broken by killers to create an opening. After 3 vaults from survivors, this will automatically break after a 3 second delay.
· Helpless – This debuff causes a survivor’s perks to be rendered inactive.
· Map Offerings – Green offerings quadruple the likelihood of the realm. Brown offerings remove the realm from rotation completely. Sacrificial Ward guarantees randomization – when a sacrificial ward is uncontested, it will transform into a different non-map offering of equal or greater value.
· Stat Tracker – Show career and account details in this submenu with statistics including recent matches, time played on each killer, killer/survivor averages, personal perk / item pick and winrate, map proficiency, etc.
· Flashlights – Increase base duration to 10 seconds. Green has 15, Purple 20. Green gives 5% Haste 3s on a blind. Purple increases the blind duration by 1s.
· Hex Totems – Hex totems have a base bonus BP of 500 that is increased by 500 for every in-game minute up to 7,000.
· Boon Totems – remove blessing action. The first totem you cleanse in the trial becomes your boon – applying all boon perks available. There is no thunderous sound. Audio changed to very faint and intermittent chimes. Original audio cue is only broadcasted in a 6m range. When snuffed, the totem shatters with a crunch and all perks associated with that boon are deactivated for the rest of the trial.
· Heavy Pallets – Stun for 1 second longer but have a slightly longer throwing animation and cannot be vaulted by survivors.
· Light Pallets – Thrown faster, but can be destroyed with a single M1 from a killer – forcing a missed attack cooldown. After vaulting once, it breaks automatically after a 3 second delay.
· Wiggle – ‘Great’ skill checks grant an additional 1% total progress, but maximum wiggle is increased by 12%
· Haste & Hindered – These effects no longer stack with instances. Haste is mutually exclusive with Haste. Hindered is mutually expulsive with Hindered. The effect of the greatest degree is taken at any given time while lesser ones are ignored.
· New loading screen for offerings that incorporates the campfire. Clear definition of what offering is the killer’s
· SBMM overhaul – BPPM system – BPPM is Blood-Points-Per-Minute. The total score takes into account career average, the last year’s average, this year’s average, this season’s average, and the current month’s average. The score is visible to all, and your average determines your emblem.
· Karma System – Negative and bonus scoring events in-match determine when you are wholesome and when you are indulging in toxic gameplay. Repeat toxicity generates a point value of Karma that takes precedent in cue. Cue times are absolutely shorter for high karma players, who will be lightly prioritized to play with one another. Toxic players are placed in the lowest priority and have a high priority of matching them with other toxic players
· SWF balance update – Karma and BPPM scores are averaged out across all survivors to make a 'team average' score. This average is increased by 25% per additional survivor in the que. ( 2 – 25% | 3 – 50% | 4 – 75% ) making them prioritize higher ranking killers, and rewards the killer with the same percentage value in bonus bloodpoints upon completion of the match – which, unlike many post-match blood point gains, contributes to BPPM.
· Banners – allows players to unlock banners that show beneath their emblems in the post game lobby
· Lobby QOL – See player banners and emblems in addition to which survivor the player had during the match.
· Lax chat filter. Prevent slurs, profanity, and evil suggestion – but allow innocuous talk
· Appear Offline option
· Prestige also lowers the BP cost of items in that character’s Blood web at P3 by 50%
· Grabbing a survivor during a medium vault causes the killer to grab their leg and pull them with the old ‘grab’ animation.
· ‘Stay As Team’ – Opt into automatically creating a lobby with your fellow survivors that also opt in. Staying as a team will return all accepting parties to the campfire together.
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they really could use some better writting cause damn they make some really awful or poor stuff most of the time
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