What would you do to make the current DBD better?
So the last update was a disaster. Players are walking away in huge numbers. Long time streamers are taking a sabbatical because of the state of the game.
What would you like to see reversed or fixed to get people to play again.
Current games are seldom fun, horrible horrible horrible matchups. I guess MMR is no longer a thing?
I think going back to the original DH would be a step in the right direction. Something has to be done about tunneling.
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Seperate swf and solo queue and balance them both differently, so both have an average kill rate of about 55-60%.
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Give powerful killers significantly stricter matchmaking so we don't get 5000 hour alchemist ring blights in games with 200 hour survivors. People who use alchemist ring blight or nurse have no business playing against anyone but the sweatiest 3/4 man SWFs.
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Going back to old dead hard would be the final nail in the coffin for many people. The death of that brain dead bs perk is the best change BHVRs ever made!
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Add a useful cheat protection to the game.
Calling EAC a cheat protection is like calling a ball a vehicle.
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There's no one easy thing that will act as a magical fix.
I think the game is at a point where it's frustrating for players of all skill levels and experience levels, but the reasons are going to differ for those players.
I'm a more competitive-minded player. I rarely get challenged on killer. My kill rate over the last month or two is over 80% across all killers. There is no such thing as "high MMR". If you're actually in that top bracket, you're rarely going to see a challenge on killer. But it's a different story on solo survivor. There is a challenge, but it's not an organic challenge where it's you vs a skilled opponent. It's completely contrived. You're playing against the killer and one or two teammates who shouldn't be in that match. Regardless, there's not much to play for and no real reason to grind if you enjoy the competition aspect of it all.
More casual players seem frustrated because they get to go up against sweaty players with no reward for doing so. They're there to mess around, do some tome challenges, experiment with builds, etc, and the other side is playing like a Subway gift card is on the line. You're just trying to lay back with a chill build and it's a 3 gen Skull Merchant or something.
Players might even fall in between either category, but SBMM is all over the place. I shouldn't be 12 hooking on Nurse at 4 gens on a 4500 hour account. Matchmaking is not turned on if that's happening.
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I don't demand these things, but I would like to see them implemented. So take this a small wishlist.
- More intractable environments. (ie. survivors breaking certain structures to turn small walls into medium walls and stun killers who stand under them, breakable floors for killers that can also be broken with certain powers like huntress hatchet or Nemesis whip, etc)
- Add-On overhauls for killers with weak add-ons like Executioner
- Continue to bring down the oppressive playstyles and buff up more obscure and unused perks, which they have slowly been doing.
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Well I personally believe the latest update was great and DBD is the most balanced it's ever been. I've been having a lot of fun on both sides. However, the game could always improve.
- Blight's and Spirit's broken add-ons need changing
- Add-ons that instantly expose or make survivors mori-able need to be changed
- The maps need less clutter and should be focused more on the gameplay balance of both sides rather than the maps simply looking good graphically
- New gameplay mechanics to spice up the general flow of the game, whether that be new game modes, new abilities, or new interactable objects
- Skull Merchant needs some changing. Maybe make her more of a stealth tracking killer than an area denial tracking killer
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Give every killer 2 powers as baseline.
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As said, there is no silver bullet solution. Complex problems require complex solutions. That said, the biggest change with the most impact BHVR could do is implement global speed caps on everything - gen progression/regression, healing, movement, totems, gate switches, etc.
By capping how quickly (or how slowly) these things can be done, you create the ability to level the field in terms of balancing perks, add ons, abilities, items, and such. You no longer have to balance these with the worry of how they can be abused by stacking, just the context of how useful the ability itself is. It also lends itself to more variety in builds as you have less min/maxing for a specific effect as you have multiple options that do the same thing with the same limit.
You'll also have to address instant abilities like Jolt, and BNP so that they fall into similar limits, but if you can get caps on the rest, it makes it easier to create a standard to work from.
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I'd ramp up the MMR priority on matchmaking, so that players are waiting 3-5 minutes to find a lobby they actually belong in.
Then, when people start complaining about queue times, I'd enable the ability for people to play bot matches while in queue, and tighten the MMR priority even more, so matchmaking takes even longer.
Then, when people start complaining about queue times again, I'd release a skirmish mode that people can play during queue, that holds 10 people to a map, and anyone can choose to load in as Survivor or Killer.
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Funny thing is, they don't even have to go to 3-5 minutes. They could go to a 1 minute target and it would be more accurate than what we have now. Right now it immediately gives up and instantly throws you in a lobby.
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As Survivor:
-Prestige/Profile/Name all hidden until end of the game. Makes no sense killers can see how many hours and levels you have but survivors just have to hope they don't go against p100 Huntress.
-Every exhaustion perk should be a button so they all feel as good as DH.
-Hemmorage effect reworked into something like Stridor instead of removing healing.
-Map re-balancing across the board for more windows/drops and less pallets, however nerf blood-lust to accommodate for it.
-Basekit Kindred/Resilience/Kinship
-Keys being reworked into a chase oriented item, maps being reworked to always show the info for all survs without needing an addon. Remove green rarity.
-BT no longer applies deep-wound and instead is a MoM effect.
--Healthy hook grabs removed.
-Anti camp measures introduced.
-Give up option while slugged.
As Killer:
-Toolboxes no longer increase gen speeds, and are purely for sabotage, when used on a gen they simply give the user a pesudo-version of hyperfocus to keep the interaction skillful. BNP reworked to make gens resistant to regression.
-Corrupt Intervention/Jolt/BBQ basekit.
-Prove thyself reworked to be the gen version of Lucky Break i.e you need to do 90 seconds of a gen alone before its usable, and only usable for X amount of seconds before you need to solo gen again.
-Anti-stealth measures
-BP/Pip rewards shifted around to be primarily on spreading out hooks and downing survivors.
-DC's count towards adepts.
-Adrenaline no-longer exhausts the survivor but they also no longer get it upon being unhooked.
-BT no longer active during EGC.
-Fixing killer clunk across the board i.e phantom hits/sliding/stuck on random assets.
-Option to change color of bloodpools/scratchmarks.
-Addon reworks for the killers that need them. More interesting addons that change a killer's playstyle and less addons that remove counterplay.
I'm aware this would change a lot for competitive scene, this is mainly a personal wishlist.
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Add a second game mode. The DBD formula has worked for 7 years but eventually the game becomes repetetive. I have 2k hours in the game but honestly it's getting hard to find a reason to play DBD when you've seen pretty much everything.
A different game mode, one that is less competetive, could help bring back long time players to the game.
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Removing solo q from existence
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In regards to gen regression and exhaustion, I think it'd just be better if the perks that took skill were better than those that didn't
Also buff the absolute frog out of solo
Also the last update wasn't a disaster wdym
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What you've said about Killer is why I haven't played a ton recently.
I haven't been challenged in a long while. It's just boring to essentially play out the same match over and over again.
Although, the couple of times I've tried comp I've gotten my ass beat, which was honestly kinda nice but also remined me of why I hate losing lmao.
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Comp be like that. It's tough to get used to that setting where there's maybe one opportunity to 4k in a match and you have to jump on it immediately or it's gone.
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I would fix deadhard. It is ridiculous that the perk is so broke and instead of fixing it they nerf it so it is even more frustrating when it does not work right. Once it is fixed I would go back to the original configuration where you got speed boost and invincibility. I can't take anyone seriously who thinks dh was op.
There are just too many perks and Behaviour did not put any boundaries around what could and could not be modified. For instance, killers can't die or be injured; that has a strong boundary, nothing ever modifies that. What aspect of survivors abilities have a similar boundary where they cannot be modified by the opposite team (the killer)? Oh there is none. That is the biggest downfall to design and development. I would have never created an aura reading perk; that totally destroyed the stealth aspect of the game. There is no longer stealth or sneaky play for the survivor.
I would also get someone new in charge of killer designs. Knight was a failure, Skull merchant is a bigger failure. How do we not have a vampire, werewolf, or Mummy but we have Trickster who looks like a generic 80's TMNT punk.
Healing is a joke, between mangled and hemorrhage and the self care nerf it is too difficult to heal.
There should be someway to hint at the killers perks so players can learn what perks the killer is using. 90% of my games I never know or learn what the killer's perks were because they are not shown in game or after game unless you stick around for end game and don't play. How dumb. But what about SWF?! What about it? let them share the information to their team. If a killer's only advantage is to keep all his perks hidden then he is a much worse player than he can imagine.
The general consensus is the game is not as fun as it used to be. I play because it is familiar, not because it is fun.
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