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Game Mechanics/Design Changes *You* Want To See In The Massive Upcoming Rework?

StarLost
StarLost Member Posts: 8,077
edited May 2022 in General Discussions

As this is potentially a 'once in a lifetime' iron-is-hot moment, where this game is going to change at a fundamental level, alongside the sweeping perk/meta changes - what changes do you want to see to the base game?

For me:

Killer Changes

  • 1. Killer powers cannot be used within a certain radius of hooks. This is already the case for Artist, and it would help deal with facecamping while proxy camping remains viable.
  • 2. Something (I'm not sure what) to prevent the extremely unfun 'slug everyone and let them bleed out' style, often combined with Knockout.
  • 3. Buffs to Onryo, Pig and Trapper and addon improvements for Pyramid Head and Freddy.
  • 4. After 20 seconds of close proximity to any 1 survivor, you now lose collision (prevents blocking people in and also helps with facecamping).
  • 5. BBQ & Chili BP effect added to all killers, baseline.
  • 6. Instadown/grab attacks now grant double credit for hit events, which should help the annoying 'these killers are so much worse than other killers for ranking' issue.
  • 7. Killers gain a single 'map veto'. If an addon for that map is played, it is refunded after the game.

Survivor Changes

  1. At the start of the game, generators take 40% longer to complete. Every time a generator is completed, this is reduced by 10%, until it reaches zero at 4 gens complete. As all gen regression perks are taking a hit, something is needed to prevent the 'I got unlucky with my initial patrol/chase and now there's no way to catch up' problem.
  2. Kindred added to all survivors, baseline - minus the ability to see the killer's aura. This is absolutely required in solo queue, but causes issues because more than 1 Kindred is a huge waste and almost nobody reads pre-match chat and, especially for those of us who play at odd hours, language barriers make this even more difficult (I've had lobbies with Chinese, Spanish and English speaking players).
  3. While on the hook/ground, you gain partial credit for all generator progress made - much as currently occurs when you are being chased. This should at least slightly help with the 'suiciding on hook' issue, as there's a tangible personal benefit for sticking around and also the truly obnoxious 'well, I got downed first and facecamped/bled out, and now I depip' situations.
  4. Borrowed Time and Decisive Strike are now baseline on all survivors. However, Decisive Strike will now deactivate upon entering a locker.
  5. We're Gonna Live Forever BP effects added baseline for all survivors.
  6. When queueing with friends in a SWF, you now receive a temporary MMR inflation proportional to the number of players in that group. This should help offset the ridiculously strong benefits of coordination and information sharing possible by ideally finding you a slightly stronger opponent.
  7. Survivors can see each other's equipped perks in the pregame screen.

Overarching changes

  1. The DC penalty now decays a lot slower. The occasional DC won't hurt you, but habitual DCers will be heavily penalized.
  2. Bloodweb animations can be disabled. It can take far too long to spend BP at times, due to these animations.
  3. A player endorsement system, to help reward good sportsmanship on both sides.
  4. Some survivor and killer offerings reversed. For instance, killers can now cause survivors to start together, while survivors can now cause everyone to start split up.
  5. Swamp and Badham maps reworked.
  6. On DCing, your killer/survivor will be controlled by an AI bot - and you are able to reconnect. If you successfully reconnect within a certain timeframe, you will receive no penalty for that DC.
Post edited by StarLost on

Comments

  • TAG
    TAG Member Posts: 12,871

    Guns for everyone.

  • Dead_Harder
    Dead_Harder Member Posts: 1,370
  • Bran
    Bran Member Posts: 2,096

    My own changes would mainly focus on reworking chasing as a whole. No more of those tiles and T L walls. Actual map design and better chase progression.

    It specifically

    Killers: gets more gauranteed grabs.

    Survivors: I got nothing won't lie.

  • StarLost
    StarLost Member Posts: 8,077

    This isn't a bad idea either, but I think my suggestion might be a little more elegant.

    I do really like the 'tapping' idea though.

  • Phasmamain
    Phasmamain Member Posts: 11,534
    edited May 2022
    1. Nurse rework (Since they seem to be heading towards a more balanced game now)
    2. Base regression of some kind
    3. Smaller maps
    4. Some form of BT/DS base kit
    5. Freddy + PH add on passes
    6. Myers buffs (Currently the weakest killer imo)
    7. Trapper buffs (Trapper sack base could be worth testing)
    8. Clown buff (Antidote is separate and works of a cooldown)

    This is in no particular order

  • Viskod
    Viskod Member Posts: 854

    All of your ideas are good.

    If I had to add something about the Bloodweb it really needs an "Auto-Level" button so you can just click it and the game will automatically spend your bloodpoints to randomly fill out a level of the blood web

    Because at some point, you don't care, you just need to spend the points. So just let us click 1 button per Bloodweb level to have the points auto spent on whatever in that specific web.

  • Sylhiri
    Sylhiri Member Posts: 178

    Make base items for Survivors that work like the Broken Key except these items can be depleted but never lost. The previous tiered items become different types of add-ons.

    Perks like Franklin's would reduce the effectiveness or duration of the add-ons.

    Now you can have specific cosmetics for each item like how killer does for their weapons.

  • StarLost
    StarLost Member Posts: 8,077

    Yeah, this is also a solid idea. Just...spending my 2m at the start of each cycle becomes really, really tedious after a while.

  • edgarpoop
    edgarpoop Member Posts: 8,523

    Base Kindred and a dialogue/status wheel for survivors

    Base BP gains from BBQ and WGLF

    Role incentives

    I think the biggest issue right now is that top players aren't facing each other often enough. Games involving the top end of MMR are stomps in either direction in my experience because the other side is often way out of their range. The range can be absurd after you account for rounding down. I think they should consider bidirectional matchmaking for those above the cap

  • Impalpable
    Impalpable Member Posts: 152
    edited May 2022

    I like most of these suggestions. Here some thoughts from my side

    Killer Basekit:

    Regarding Gen Speed I wondered if it would make sense to adjust it, based on a formula of how many gens and how many survivors are alive in the trial. This could also help to make a game when someone dcs or kills themselves on hook playable for the rest of the survivors if balanced right. In this way 4 survs 5 gens would be the highest gen time and 2 surv 5 gens the lowest without to make it broken of course. This might also help to keep the exitement during a match without to reach an moment of "My side has lost already". Just an Idea.

    Kicking Gens should be noticeable +1.

    Killer Powers not useable next to an occupied hook for killers which are not designed to camp like hag and trapper +1. Farewell Pyramid double hits.

    Corrupt is a cool effect for the beginning of a match to get the game going. I dont think it should block the gens on the other side of the map so survs have to look half a minute for another one. Thats a bit of an annoying downside playing surv and i think if they adjust the gen speed this hopefully wont be necessary anymore. The effect in my opinion could pick 1 gen randomly or even on the killer side and block it and the 2 closest gens next to this one. So that it would be a challenge for survivors to avoid the 3 gen and a tactical goal for the killer to defend it. I also think the gens should be blocked until the first gen is completet to avoid a boring stall out in the beginning. Thats the basekit corrupt that i would find interesting for both surv and killer.

    Beside that they should reduce the stackable bonus repair speed on one gen it should never half the time of a gen if not the whole team is involved, maybe to +10% per additional person.

    Boons should be destroyable by killers basekit, so that they are able to design stronger boon totems.

    Survivor:

    I think self care should be base kit otherwise solo q player will keep using it forever. For them its an insurance to have the possibilty to heal even with horrible teammates who actively refuse to heal them without the need to always buy and equip medkits. Beside that the effect of self care is weak and often even bad for the team depending on the situation so it shouldnt even matter.

    I would also like to see DS and BT Basekit. DS needs more conditions when to deactivate like after hooking a different survivor its currently missing some natural logical onces and BT should not be usable for shielding teammates. Both of these additions have to be adjusted for killers which are designed to camp alot like hag and trapper.

    For slugging the game could detect if all your teammates are hooked or in dying state and if noone has a activatable second chance perk - to self-adjust and let them bleed out alot faster. Bleed out time could be reduced down to like 15-30s till death for that moment but with the killer recieving the same bloodpoints as for a hook in this phase. (not sure if thats currently the case)

    Im for the Kindered effect being basekit for seeing the aura of your teammates during a hookstage so solo q can organise a rescue but the aura of the killer should not be shown. You often get knowledge where the killer is headed after a hook this personally would ruin the atmopshere for me quite a bit.

    Keeping the killer busy should be rewarded, like when you get camped with bloodpoints +1.

    SWF automatically get paired with higher mmr oponents +1 (Should keep the smurf bully squads away from our cute beginners)

    Neutral:

    Collision should end after a few seconds, it shouldnt be abusable in anyway to change the current gameplay so better to make it like 3-5s.

    The biggest Maps should be reduced down in size and they should set themselves a limit how big a map can be to be decently playable and design around that. Plus notice that it matters alot if a map has multiple floors.

    Post edited by Impalpable on
  • MB666
    MB666 Member Posts: 968

    BT basekit as survivors (5 or 8 seconds duration)

    Corrupt Intervention basekit as killer (maybe with 40% or 25% less duration)

  • jajay119
    jajay119 Member Posts: 1,111
    edited May 2022

    Killer:

    -Hexes are uncleasable or unlessable for 120 seconds at the beginning of each match.

    -Killers can rehex totems rather than just break them as planned. The more they're re hexed the quicker they are to cleanse.


    Survivor:

    -Some sort of buff to either the hatch or doors for the final remaining survivor e.g. base left behind but it only activates when and if the killer chooses to close it making keys more worth while.

    - Deliverance to be usable still during the second stage of the sacrifice.

    -a chance for one survivor to be able to recover from the dying state if all survivors in the map are downed.

    -BT as basekit, or some equivalent, when a killer has been close to the hook for 'x' amount of time.

    -Kindred, minus the ability to see the killer's aura, to be base kit or status icons for survivors when someone is hooked.

    - Secondary objective for every match, not killer based.


    QoL improvements:

    - The ability to press the run and crouch button rather than hold it as with other actions and to mirror the mobile version.


    - a look behind feature when in chase, again like the mobile version.

    -more varied customisation options e.g. hair, hat, glasses all equippable separately rather than preset heads.

    -'buy all' feature for the blood Web.

    - more maps and map variations. Better map randomiser. I'm sick of getting nothing but Macmillan estate and Autohaven wreckers repeatedly.

  • dictep
    dictep Member Posts: 1,333

    Noed removed

  • StarLost
    StarLost Member Posts: 8,077

    I would be astonished if NOED isn't one of the 40 perks being reworked.

  • Viskod
    Viskod Member Posts: 854
    edited May 2022

    Well before the announcement of the Mori change, I'd always thought it'd be fun if when you were Mori'd by Nemesis you reanimated as a zombie.

  • JonahsTablet
    JonahsTablet Member Posts: 762

    Remove overheat from Billy, make the bp gains for wglf and BBQ basekit, nerf pig, buff trapper, delete Blight and Mikaela, and I'm happy :)

  • FilthyLegionMain
    FilthyLegionMain Member Posts: 1,159
    edited May 2022

    Me who's able to complete the skillcheck as I'm running away:


  • whampyri
    whampyri Member Posts: 68

    Either changing devour hope to a perk that is no longer a totem or giving killer 2 mins before survivors spawn to place totem in a spot they choose.

  • Sylhiri
    Sylhiri Member Posts: 178

    Something I had rolling around in the old noggin thinking about gen speeds.

    Generators would have 100 charges up from 80 charges while reducing the effectiveness of slow down perks. I'm wondering if this will create a situation where people would try to repair in pairs instead of scattering to different generators. You could mess with the Efficiency Penalty to adjust times so that duo repairing is not super fast but it's still a much better option then solo repairing.

    This idea has a flaw in that making solo gen speed repairs slower should make a snowball effect after a death. In this case, what if you increased solo repair speeds by 25% after the first kill which would change the gen speed from 100 seconds to what is currently 80 seconds.

  • StarLost
    StarLost Member Posts: 8,077

    That's...interesting.

    I think Devour needs to stay a hex - it's incredibly strong, offset by the RNG totem spawns.

  • Firellius
    Firellius Member Posts: 4,590

    I like a lot of these changes, but there's one I want to highlight...

    Borrowed Time and Decisive Strike are now baseline on all survivors. However, Decisive Strike will now deactivate upon entering a locker.

    While I can fully and completely see DS working as a baseline perk, I don't want BT baseline because it covers survivors specifically only if they make a bad unhook, which I don't want to encourage. I also don't think DS deserves to be deactivated from hopping in a locker, since all that does is circumvent a cheesy counterplay to DS, which is slugging. The survivor does not progress the game while in the locker, so it shouldn't break DS.

    For BT, one additional change: While under the endurance effect from BT, the survivor does not collide with the killer. Just to kill the BT bodyblock.

  • Kaitsja
    Kaitsja Member Posts: 1,838

    Base DS wouldn't deserve to be changed to deactivate upon entering a locker. A survivor trying to preserve their DS is a survivor not progressing the game.

    I'd like to see base kindred (reduce killer aura read to 3 meters), base BBQ, NOED Rework, incentives for players to not tunnel/camp, swamp rework, timed effects for boons: Auto-snuffs after the timer runs out, base brutal strength + 10% regression for kicking a gen, base windows of opportunity/zanshin tactics, base unbreakable (Requires being slugged for 60 seconds).

    There's more stuff I'd like to see changed, but that's all I can think of for now.

  • dugman
    dugman Member Posts: 9,713

    I think the game is actually not in too bad a state for the most part. There’s obviously things that can be improved but it’s definitely a better game now than when I started playing four years ago.

    Things I think are possible to see from this perk/base game rework

    • Dead Hard will get nerfed for sure. There’s multiple ways to do it but the bottom line is it will get tuned down.
    • My guess is the devs will be looking at why gen slow down perks are so popular on the killer side and may end up tweaking gen times so gens take a bit longer to finish (say 90 seconds instead of 80). Then they’ll tone down all the gen slow down related perks to compensate, basically baking in a bit of slowdown for all killers regardless of loadout but making it harder for killers to get additional slowdown on top of that. (They’ve done kind of a similar approach on some of their killer revamps where they, for example, baked in longer Mark duration on Ghost Face then reduced and revamped all his add-ons which increased Mark duration. So I can see them doing a similar strategy for gen slowdown.)
    • Along similar lines they may look at Corrupt Intervention being popular and decide to make a weakened version of it be just a base thing for all matches, and then reduce Corrupt Intervention’s duration so the net result is similar to what it is now if you use that perk. So for example they could block all gens for 30 seconds at the start of the match for all matches, and then Corrupt can additionally block half the gens for another 60 seconds on top of that. Again, that’s assuming they decide that the reason this perk is run so often is because of a perceived need for additional time in the early game. They wouldn’t want to buff Corrupt Intervention obviously but they might want to just bake some of it in.
    • If the bots work as anticipated hopefully the devs will extend them to automatically take the place of players who disconnect. That’s how DbD Mobile does it, and as a killer I’d much rather be playing against three humans and a bot than just three humans who are shorthanded.
    • It’s worth noting they’re not simply “nerfing 40 perks”, some of that list of 40-50 perks could include underused and underpowered perks getting buffs. So we might see something like Monstrous Shrine getting a buff, for instance.
    • The one thing they didn’t mention in the anniversary was the HUD icons for solo survivors to let them know what the other survivors are doing (e.g. a gen icon if the survivor is working on a gen). They announced it was in the works in January so I was a little surprised it didn’t get mentioned this week. Hard to tell if it’s something still in the pipeline or if they gave up on it.
  • SMitchell8
    SMitchell8 Member Posts: 3,302

    * Id make size actually relevant. Bigger characters would cause more damage progression to gens than small weaker killers, so a mini pop, same for pallet breaks, big killers to break them a bit quicker. Smaller killers to be able to vault quicker than bigger ones (more agile)


    * Pick 10 for perks. This would piece meta users off but it would shake up perk selection quite a bit

    Meta perks = 4

    Mid tier perks = 3

    Low tier perks = 2

    So you could keep 2 meta perks and then equip a low tier one or even have 3 mids, 5 low tier etc etc


    * Make the maps darker

  • Crowman
    Crowman Member Posts: 9,678

    An overhaul to the generator objective.

    I think the whole survivor stays in 1 place for an extended period of time and is largely safe if the killer is chasing a survivor away from them leads to tunneling/camping being a dominant strategy and forces killers who excel at chases to be played more since quickly getting a survivor out is by far the best strategy to employ currently. Also why killer meta is full of slow down generators as much as possible since it's just not reasonable for a killer to both pressure gens and get downs in the early stages of the game.

    If there was more to the survivor gameplay than just stand in one place and repair gens it could open up the possibility for alternative killer strategies that don't involve chases. Right now trying to spread pressure just doesn't quite do it since an injured survivor and healthy survivor are just as safe on a gen while the killer is chasing another survivor. There's no chance for the injured survivor on the gen to run into the killer (outside of the chased survivor running the killer to you).