Based on The failure of the 350K stream event. I suggest these changes.

1. Make a search bar for perks

  • Literally what everyone has been asking for how long?

2. Make the hook timer go down slower when the killer is within x radius of the hook, and faster when x distance away from the hook

  • Punishes camping, and rewards map pressure

3. Survivors that have recently been altruistically unhooked can't be downed, 1 mettle of man stack equivalent so it can't be abused, while within 2m of the hook for 5 seconds.

  • Don't call me a salty survivor main cause I want this change, but I believe anyone that has played any games like stones doesn't like puppy guarders, and people that stand less than 5m away from the hoop or downed teammate.

4. Have a casual and competitive option to play in Dead by Daylight.

  • Literally every game I can name has this option but Dead by Daylight. This will separate the casual player from the more competitive scene in dead by daylight, and in general will be more healthy for new and casual players that just want to have fun. Casual is a mode where anything goes, no ranking system you can literally go up against anybody (with little separation between higher and lower ranks as needed), and competitve mode will play with the current mmr system with certain addons, perks, offerings, and items banned.

5. Bring more modes into dead by daylight.

  • Makes the game have more content to play as opposed to the same old survivor vs. killer, as it can get old for some very quickly

6. Trapper is hard to play, and spirit is brain dead easy to play how are they ranked the opposite

7. Remove bloodpoint caps in the menu and in games, reward more blood points to quicker games, and to killers for playing against survive with friends

  • if perk teirs aren't going to be removed than at least remove bp caps as they are outdated, and don't work for a bigger game like dead by daylight

Anyway those are my suggestions for how the game can be played lemme know if anyone has any feed back they would like to share.

Comments

  • Bran
    Bran Member Posts: 2,096

    2 and 3 are just simply not passing the vibe check

  • Smoe
    Smoe Member Posts: 2,884
    edited May 2022

    4 is a big fat no from me.

  • Icaurs
    Icaurs Member Posts: 542
    1. Everyone has asked for ages, they are just lazy.
    2. The first point has been tested and can easily be abused by survivors. The second would be busted against high mobility killers.
    3. 5 seconds is useless. it can easily be waited out. Basekit BT would be better, but even that has its own problems.
    4. Firstly DBD does not have a large enough player base to support comp/ casual gamemodes. Secondly what exactly is banned in comp mode? Are certain builds banned, because dead man's switch is fairly weak by itself, but combined with pain resonance its meta? Would DS be banned in comp mode because its meta, or would it remain because without DS killers would camp all the time? Also how does this work exactly? Would Nurse be banned inherently because she is way too strong, or could you go into a casual match and sweat as much as you want with her? If anything goes in casual, then that would inherently mean sweatier builds. Here is a big issue, SWF. Most comp/ casual gamemodes allow players to join together in both gamemodes. Would SWF be allowed in both? If so then this would change little for the killer. Most killer meta perks are anti gen perks. If those perks are banned then they would have few ways to deal with gen speeds. And since gen speed would go so fast, they would resort to camping more often. With BT/DS presumably gone then survivors would have a miserable time.
    5. There isn't a large enough player base. Wait times for lobbies would shoot up for a bit, but go down way to fast.
    6. Trapper is extremely easy to play. There are many spots that are optimal and have the highest chance of working. The problem is that whether survivors disarm them or not is really out of your control. Spirit on the other hand requires time to learn how to use her power. She requires a lot of back walking during phase, and relies heavily on predicting survivors movements, while they have the ability to gauge roughly where your phase is.
    7. The bloodpoint cap is to stop hackers. As for SWF, if you think swf is really that awful that you need a blood point bonus, just to deal with it, then swf has way bigger issues and a bonus won't fix that. Ultimately I don't think SWF is really much harder, and an incentive is completely unneeded.

    The main thing I took from the 350K stream event is that dbd has gotten to big and convoluted. Too many perks, killers, rules ectl. Players need two guides. One for the official rules. Second for the community rules.

  • Warcrafter4
    Warcrafter4 Member Posts: 2,917

    Effectively every possible permutation of #2 has been tested in PTBs and every single last one was abused so badly by survivors that the developers had to scrap each and every single last version of it.

    Survivors dictate where the killer is in both chases and map space(Aka patrol paths/finding them) so anything that punishes the killer for being in a specific area will ALWAYS be too abuseable by the survivors.

    Also 3 just rewards the survivors for hook bombing and pretty much forces all saves to be safe...Or if its balancing doesn't do that then its nothing more then a mild inconvenience as base kit BT or a similar effects can't be balanced.

  • jesterkind
    jesterkind Member Posts: 7,752

    This is a comparatively minor point, but I see people suggesting a ranked mode all the time and I think you've hit on the major misunderstanding all of them have. If we had a casual mode and a ranked mode, the casual mode would be the one that functions like our current system, MMR and all, and ranked mode would have stricter rules. The MMR we have is not inherently a competitive one, it's a pretty stripped-back and basic one for less strict matchmaking - hell, the matchmaking is too lenient even for that goal, that's part of the problem.

    It's not a good idea anyway, there's no need for it at all, but if we got it then it wouldn't look like what you're proposing.

  • Lastchild
    Lastchild Member Posts: 333

    1) Favorable.

       It's so easy to do that I'm surprised it doesn't happen.

       In addition, it would also be necessary to save builds.

       And also be able to classify skills by theme, role, category etc...


    2), 3), 4), and 5): Unfavourable, the arguments are already presented above.


    Logic would dictate that a new game be created and correspond to another imagined mode.


    6) The trapper is simple to play in the sense that setting a trap is easy, it does not require precision or difficulty.

    On the other hand, what is boring with the trapper is the time wasted looking for, picking up and setting the traps.

    It would therefore be appropriate to update the trapper as well to make it viable without additional modules, I have an idea on that.


    Contrary to what you say, the mind is not easy to play, it still requires a lot of thought, attention, and movement prediction.


    7) Yes.

    But the best would be to simply remove the blood points and directly give the resources to each party.

  • GuyGravyy
    GuyGravyy Member Posts: 30

    I didn't expect so many replies, but i'll try to just generalize, since I haven't been given much advice on better ideas.

    1. nothing needs to be said
    2. well maybe I should have added when the killer is in chase the hook timer proceeds as normal regardless of the distance, but I can see why that can lead to more problems. I'm more or less trying to find a way to get rid of camping. Again my ideas were abstract, so I said X distance to ricochet of of others for ideas for an approximate distance, and circumstances.
    3. I hate the idea of borrowed time being base kit, so I opted to try a different route, but it beats me. maybe the healthy survivor loses a health state and fully heals the hooked survivor? idk just something to get the hooked survivor back into the game without the worry of camping.
    4. idk it was just a thought, I mean smash has something similar, and honestly smash is meh as it is already. I mean how competitive would work is similar to tournament rules that dbd currently has, and casual would be more well casual like dbd currently is. there is no other way to explain it. also overwatch is a dead game, but they still have tons of modes. I'm just suggesting these as PTB ideas, it has never been tested before, so better to test it now than later.
    5. oh I already explained this in 4 lmao
    6. a few of you mentioned that trapper is "easy" to play cause of certian optimal spots, but trapper does take more long term strategy as opposed to spirit, as with trapper you have to predict where survivors might step, carefully plan where to place traps as not to be disarmed within seconds of placing, and heavily rely on getting the surprise on survivors by tactically out playing them. The Spirit on the other hand requires minimal long term strategy, and quick thought out strategies, that play similar to the wraith only she has the silent clapper as basekit, and no bell cooldown. Basically comparable to Marth and Lucina in smash.
    7. mixed options on this one, but if its to stop hackers? How lmao, I've seen hackers before and they have everything unlocked by default, so not necessarily. Hackers can even pull off Jeryl without even having to glitch out the game, and equip like all the perks in the game. I think it would to the opposite and differ hackers from using cheats to get everything unlocked. However, the swf blood point thing is not my original idea, but I stole it from Scott Jund from back when he played dbd.