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Suggestion for the health of the game, fixing issues the next patch might hold

This suggestion collection was made in mind with the newest meta-shift patch. I hope the developers will read it and think about it. I feel like some of the changes I suggested would help the game to become a better experience for both sides.

„New” system to combat camping and encourage chases

First of all the new healing changes will significantly benefit the killer side, but there is some aspect of the game that felt like it was overlooked. Healing becomes harder which results in camping becoming easier. My suggestion is to bring the Pig’s Reversed Bear Trap system over to hooks as well. In that I mean if a Survivor is hooked their hook timer will be frozen till a generator is completed, I would decrease the active hook timer to 30 seconds from 45 seconds. In my opinion, this could completely kill camping because Survivors can 99 % all the necessary Generators without any risk, so killers will be forced to play differently. And if a Survivor hits the second stage their timer would stop again till another generator completion. This change will not hurt the killer as much because if you have seen Survivors using the Reassurance perk you could have experienced that sometimes saving would have been the better move but because the hooked survivor was reassured the unhooker hesitated. But to make sure the killer will have some benefit too I would add that if a survivor is hooked the most progress generator becomes blocked till the Survivor is saved. If multiple survivors being hooked results in multiple generators being blocked. I would also allow killers to damage blocked generators. In the endgame starting the endgame collapse would activate hook stages too, and any survivor’s hook timer would start instantly who has been hooked in the endgame collapse.

SBMM Changes

How SBMM works is a mystery. I will write down my suggestion. If the killer hooks a Survivor they will get 1 point, but forcing hook stages by denying the save from the other Survivors would give 0 points. If the survivor dies the killer would get 1 point as well. This would result in 4 points per Survivor. And this could be the result: LOSS: 7 or less, DRAW: 8-10, WIN: 11-16.

REMOVE ATEMPT TO ESCAPE

With the changes, I suggested already. But without the changes, there are many problems because this element is also exploited by many players and there is too much luck involved in it too so I would completely remove it, and I would change perks that affect it.

SLIPPERY MEAT

Each hook stage timer is increased by 20/25/30 (TIER1 / TIER2 / TIER3) seconds. If the hooked Survivor has Slippery Meat the other Survivors see it on the HUD.

DELIVIRANCE

After a Survivor performs a Hook Rescue on another Survivor, Deliverance activates, while on the hook if Deliverance is activated you can Self-Unhook yourself on any hook stage. It will result in Broken and -10% Hindered Status Effects for 80/70/60 (TIER1 / TIER2 / TIER3) seconds. Deliverance can be activated multiple times. If the hooked Survivor has Deliverance activated the other Survivors see it on the HUD.

OTHER PERK CHANGE SUGGESTION:

DEAD HARD 2.0

Dead hard is no longer an Exhaustion perk. A Survivor can activate Dead hard by unhooking themself or any Survivor. If a Survivor is injured, running and activated Dead Hard they can trigger the Endurance Status Effect for 0.5 seconds by pressing the Active Ability button. If Dead Hard was used unsuccessfully, it could be reactivated. If Dead Hard was used successfully it could not be reactivated again, and the user Survivor will suffer from -10%/-9%/-8% (TIER1 / TIER2 / TIER3) Hindered Status Effect for the remainder of the trial. CONCLUSION: It would become really rare in matches (max 4 successful use/trial). It would be an alternative Mettle of Man, easier to get riskier to use.

HEX: RUIN

Hex: Ruin has to be activated. If the Killer kicks any Generator, Hex: Ruin activates. The Hex Totem will be the furthest from the killer. At base Hex: Ruin regresses all generators at 100% if no Survivor is on them. For hooking each Survivor for the first time Hex: Ruin gets a Token up to 4. For each Token Hex: Ruin has an additional 25% regression rate (combined with the base it maxes out at 200%). Once the Status Effect is revealed to a Survivor, Hex: Ruin reveals the Aura of its Hex Totem to all Survivors within 0 meter and for each Token, it expands that range by 6/5/4 (TIER1 / TIER2 / TIER3) meters. The Hex effects persist until its Hex Totem is cleansed or blessed. Hex: Ruin cannot be reactivated. CONCLUSION: Ruin would become a good generator defense choice and it cannot be stacked with many other generator defense perk.

DECISIVE STRIKE

After being unhooked or unhooking yourself, Decisive Strike activates for the next 45 seconds. When being grabbed or picked up by the Killer, succeed a Skill Check to automatically escape their grasp, stunning them for 3 seconds and applying them the Incapacitated Status Effect for 15 seconds (Incapacitated Status Effect for killers would deactivate CTRL and M2 abilities during the duration). Successfully stunning the killer will NOT disable Decisive Strike (2 DS/MATCH). If a Survivor is in the dying state with Decisive Strike active, its timer would decay with 80%/90%/100% (TIER1 / TIER2 / TIER3) slower. CONCLUSION: Tunneling would probably become as risky as before the first meta-shift patch. With Incapacitated Status Effect would make high mobility killers like Nurse and Blight catching up harder, but on low mobility killers like Pig and Trapper would have basically no effect.

POP GOES THE WEASEL

After hooking a Survivor, Pop Goes the Weasel activates for the next 50 seconds. Starting to performe on a Generator the Damage Generator Action before the Pop Goes the Weasel activation timer elapses and finishing this interaction the generator instantly lose -20% of its TOTAL Progression, after which at fixed 90% / 95% / 100% (TIER1 / TIER2 / TIER3) Regression applies (cannot be stacked with Call Of Brine and Overcharge). Pop Goes the Weasel deactives after damaging a Generator or when its timer elapses. CONCLUSION: POP deserves this justice, if it becomes more popular more killers would leave hook to use POP.

THANK YOU FOR READING MY POST I ONLY HAD TIME FOR THIS MUCH I HAVE OTHER IDEAS MAYBE SHARE THEM NEXT TIME :D.

Comments

  • Gwinty
    Gwinty Member Posts: 981

    Well, let me give you some feedback to your suggestions point by point. Maybe you can flesh out your ideas a bit. However, I will not address all of them.

     

    Your suggestion is to complex and honestly not very necessary right now. With the introduction of the perk “Reassurance” and the option to bring “Deliverance” he survivor side has a strong option against camping.

    If anything, you can make a very simple change here to address the issue at hand: Raise the hook timer per stage a bit and allow Reassurance to be applied per hook stage not per hook. The idea is that Killers will face a heavy deterrence from camping if all generators can be complete with just one person using Reassurance.

    We already saw a good decline in camping thanks to Reassurance. Why take a different approach when we already have a good route to success?

    Dead Hard: Again to complicated. With your suggestion I would just spam Dead Hard until I get a successful activation in a moment of need. The Exhaustion is on that perk to keep me from just feathering the E button during a chase. If anything we could consider reducing the Exhaustion timer to something like 20/15/10 seconds to keep it.

    Ruin change sounds fun. I take it.

    Decisive Strike again to complicated. The easy suggestion is to just make it twice per match (no deactivation) and rise the stun duration to 5 seconds again. Same effect, less trouble.

    As you see my main issue with your suggestion is that they are a bit complicated. Dead by Daylight is quit a simple game and intuitive. When making suggestion you should not aim to make the game more difficult to understand and keep changes as simple as possible.

    It is a bit like playing Go.

  • AGM
    AGM Member Posts: 806

    These ideas are really bad, no offense. The hook stage suggestion could be easily abused and decrease the incentive for teammates to get other players back in the game as quickly. Not being able to try to escape on hook means you can't leave games you don't want to play in anymore as easily which is obnoxious. A 10% hindered penalty on anything for the remainder of the trial is unfun and overkill on something like Dead Hard. Your Ruin idea is bizarre; not functioning with Undying is unintuitive, and it revealing itself in any way would make it get cleansed guaranteed within 1 minute of your first hook if not sooner. Deliverance is perfectly fine as is. Returning Pop to being total regression runs counter to the idea of trying to get away from a gen regression focused meta, and nerfing the base regression speed while also not letting it work with gen regression speed boosting perks is, again, unintuitive. What if a gen regressing after a Pop then gets Jolted or Erupted?

    The DS idea isn't quite as as bad and has a little merit to it, but the incapacitated timer would have to be something like 10 seconds maximum, as it wouldn't be fair to Nurse, who wouldn't be able to even go after a different survivor due to being slower than survivors. And something like that would definitely still need to be only 1 time use per game. Though it decaying slower if slugged would be fine, imo.

  • Batusalen
    Batusalen Member Posts: 1,323
    edited March 2023
    • "Healing would benefit the killer side".
    • "It will make camping and tunneling worst".
    • "It would affect SoloQ".
    • "DbD is dying, people would stop playing".

    No, really, are you a bunch of guys that have coordinated to create new accounts and bomb the forum with the exact same claims over and over again, or are you just one dude with a lot of free time? I'm so curious now.

    And you already put your "hook mechanic" suggestion in another post and you just copy pasted it here, because I suppose you didn't get the response you wanted:

    https://forums.bhvr.com/dead-by-daylight/discussion/369542/rise-of-unfun-playstyle-after-healing-nerf

    So, I will also just copy-paste my answer to it here:

    "And then what would happen is survivors would simply stop doing generators when someone is hooked and dedicate to heal and going for the save, forcing the killer to do even more camping to try to prevent the hooked survivor to being unhooked, which would lead to either the killer not getting any kills or games ending by time out after one hour.

    In fact, you just gave the perfect way of abusing this system yourself: If someone is hooked, 99% generators and go for the save over and over again. The moment no survivor is hooked, start completing gens in less than a second until the 5 of them are done and escape.

    Horrible idea. Also, remember they nerfed to the ground regression, too. There is no way a killer would be able to regress a gen for survivors to not recover it fast enough, more so without any other type of pressure."

    For the rest? Equally or more afoul and less though than the hook one with a pinch of survivor bias on top.

  • MrFirbyll
    MrFirbyll Member Posts: 13


    „It would affect SoloQ”

    „DbD is dying, people would stop playing”

    Never said these.

    „No, really, are you a bunch of guys that have coordinated to create new accounts and bomb the forum with the exact same claims over and over again, or are you just one dude with a lot of free time? I'm so curious now.”

    I’m a decently old account, as you can see, and I’m older than yours. It seems to me you are a new player with not much experience, or someone else's alt account... Your opinion is pretty close to a guy from the UK... I have actually played the game since 2016 and so far haven't taken a break as big as I’m currently taking in 2023. I have seen a lot with this game, and the direction we are going is not making me want to come back, so that's why I shared my opinion. Developers might find it useful, but it's up to them to decide what they do in the future.

    „And you already put your "hook mechanic" suggestion in another post„

    This is the original post, I just highlighted that part in a different one. I responded to your „answer" on that post.

  • Rizzo
    Rizzo Member, Administrator, Mod Posts: 17,947

    Let's try to keep the discussion civil and constructive, thank you.

    Just to clarify here, @MrFirbyll account was made in 2020, yours in 2022, they are not a new user and even if they were, their opinions still matter and they have all the rights to share them here.

  • Batusalen
    Batusalen Member Posts: 1,323
    edited March 2023

    I never said he doesn't have the right to said them, I said he sounds exactly as the other unconfirmed, no avatar, 1-2 posts total accounts post that has being poping in the feedback forum since the changes were announced claiming the exact same things. His 11 post in the forums mislead me to think it was a new account, so sorry for that.

  • Batusalen
    Batusalen Member Posts: 1,323

    I'm from Spain so... you are wrong.

    And the problem with your (and every other that says the same things) claims and opinions about the new PTB changes is that you seems to conveniently forget they also nerfed the killer side by literally killing regression perks. You see this as a nerf to survivors when if you see all the changes as a whole is a balancing change affecting both sides to try to solve many problems.

    Hope this criticism is constructive enough.