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What To Do About Offerings?
Out of everything a player can bring into a trial, offerings stand out as very weird items. They are unlike add-ons in the case that offerings affect the match as a whole and unlike perks in the case of their strength not being as prominent in any given match, and the whole system has had its flaws since the games release. Many offerings just aren't worth using or are a detriment to whatever side brings them, but this (hopefully) won't be the case in the near future. In the recent Dead By Daylight Ask me Anything, BHVR has confirmed that they are looking at the offering system as a whole. But this raises the question, what could be done with the offering system? In this post I'll give an overview of the history of Dead By Daylight's offerings and what I'd personally like to see, and hope to foster more discussion about one of the games more forgotten systems.
What even are offerings?
Offerings are an item that can be brought into a trial, similar to add-ons and perks. They're one-time use and unlike anything else are designed to affect the match as a whole. Before we get into the offerings that are still in the game, I want to go over the ones that aren't
Splinters, Bouquets, and an old Travel Guide
Way back in the day, there was a killer-specific set of ultra rare offerings that allowed you to play a single match as a different killer. This let the player test out a killer they didn't have before buying them. The only downside was that you did not have any perks or add-ons when you used the offering, which really handicapped the player if they chose to use one. These were removed because they weren't really that useful and tended to clog up the bloodweb. The bouquet offerings are actually still in the game, but you can't use them and can't be bought in the bloodweb. These offerings would change the brightness of the map and were removed because the developer's wanted more control over the map's lighting. The last type of removed offerings are the old map offerings. These were common and uncommon map offerings that do what the rare offerings do, but worse. These offering's didn't guarantee you would go to the specified realm, and only increased the chances by a little, which lead to their removal.
Bullshit; Fractured
There are many types of offering's that are just bad. The personal luck offerings and the lower-rarity survivor luck offerings are almost never worth burning, the mist offerings just annoy everyone in the trial, the black and white wards are only really useful to new players that only have a few high-rarity items, the hook offerings just clog up the bloodweb, and so on and so forth. Even the newest additions, the sacrificial ward (negates the use of map offerings) and the blueprint offerings (setting the spawn location of the hatch and basement) are kind of lame unless you have an archive that you really need to do or suspect that you might get taken somewhere you'd rather not be (and even then, a sacrificial ward won't counter 4 of the same map offering). Over all, anything that isn't a bloodpoint offering is basically worthless.
Bullshit; Whole
"Basically" is the key word. Because if 3 or 4 survivors can coordinate or are in a SWF, these offerings can become absolutely busted. Technically, mist is also slightly survivor sided. Due to the difference in camera perspective between killer and survivor, survivors can see the killer before the killer sees the survivor in the thickest mist (although this is incredibly map-dependent and also only slightly noticeable). I mention this because the Murky Reagent alone is enough to cause the thickest mist, and doesn't require any stacking. If the survivors all bring the Petrified oak, then hooks will spawn 4 meters further away. In certain maps that have weird hook spawns, this can create certain dead zones that, if combined with a few perks, makes hooking survivors nearly impossible. Even if the killer brings their strongest hook offering, the hooks still spawn half a meter further away. This pales in comparison to Vigo's Jar of Salty Lips, which increases the luck of all survivors by 3% and stacks. If 4 survivors bring the offering and they have the perk Slippery Meat, they almost guarantee a self-unhook. This isn't even accounting for Up The Ante, which can increase luck even further. Of course, killers also had an incredibly busted offering at one point, being the Ebony Momento Mori. This let the killer kill anyone whenever they wanted as long as they downed the survivor first. This was nerfed to requiring at least 1 hook on that survivor, and further being nerfed to only work on death hook. On the PTB for the Finisher Mori system, all of the Mori's were changed to give bonus bloodpoints if you kill a certain amount of survivors.
The Takeaway
The main issue that offerings have is that if you're a solo survivors, there's no reason to burn something that isn't a bloodpoint offering (unless you have an archive). If you have friends and feel like being a little devious, then you can stack offerings which makes a pretty significant impact on the match. With a system this flawed, how do you even go about changing it?
Discussion
There seems to be a few inconsistencies with the offerings that were removed and the ones we still have. The bouquet offerings were removed because the developers wanted more control over the maps lighting, but the mist offerings are still a thing. The common and uncommon map offerings were removed due to not being very useful compared to the rare version, but the luck offerings still come in the lower rarities. The splinters were removed because they weren't very useful and clogged up the bloodweb, but the spawn location offerings still exist. And even if these offerings are removed, nothing would change because of the existence of bloodpoint offerings. And if the developers where to add new offerings, what could they add that wouldn't be worthless/busted but still worth using?
I personally don't have that much of a concrete answer to what could be changed. Offerings ate their core are flawed as a mechanic. They are a way to directly affect the match as a whole, and this really doesn't work in a game where it's 1 versus 4. The only new offering that I think could be useful is an offering to increase the amount of totems that spawn (but this could be weird with perks like Plaything and Thrill). If BHVR adds offerings that affect things such as Pallet and Window spawns, that opens up a lot of ways to drastically tilt the odds in your favor. If BHVR adds offerings that slightly changes the color of the grass, all 3 Trapper mains might be excited before finding the offering doesn't even work. Jokes aside, what would you want out of this potential offering rework? What new offerings would you like to see in the game, or what would you change about the current offering system?
Comments
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I think Luck and Coin offerings are fine. It might be niche and more effective for a coordinated SWF, but it's not useless for a solo to bring a luck offering with Slippery Meat, you will have a half-decent chance of escaping even if it's not guaranteed. And even if you think it's not good enough, that doesn't discredit it's use for a SWF. And an extra chest is useful for when you have an 'open x chests' challenge.
Pretty sure oaks don't stack past the 2nd one, these make such a minor difference anyway, and a lot of maps, particularly indoor maps, are immune anyway as they have fixed hook spawns. I would do away with moving spawn locations entirely, and instead have oak offerings alter the properties of hooks, such as faster/slower sabotage or longer/shorter hook respawn.
Reagents and Shrouds are backwards, the survivor ones benefit killer and vice versa. These could be fixed by simply swapping them over.
The fact that a solo survivor shouldn't bring anything other than a BP offering has more to do with the fact that survivors generally get less BP than killer anyway. This should be addressed first.
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Idk I feel that bp gains just feel wierd in general. You can have games as both killer and survivor where you are going crazy, and doing so much, and get barely any more BPs than if you did a lot less.
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I think most offerings should be deleted or reworked tbh.
BP offerings & blackward are fine.
Moris are fine (but im assuming will be deleted and replaced by finisher moris at some point)
Fog offerings are fine but quite un-impactful in my opinion
Luck offerings are fine as well but as you said they're really niche and I don't think many people would miss them (unless they rework the entire Luck mechanic).
Map offerings & hook distance offerings shouldn't exist.
Hatch & basement offerings I don't really mind but I do mind survivors who use them to wait for their team to die and killers who use them to camp, so I'd like it better if they were gone.
Offerings that make survivors spawn together or not are backwards in my opinion. Survivors benefit more from spawning separately and (at least most) killers benefit more from them being grouped up. Either make both shrouds available for both sides or delete them altogether.
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useless offerings filling webs is fine so people don't have millions of strong stuff available. offerings severely altering matches (map offerings, oaks) should go, others are whatever. comment above is actually my thoughts exactly, if shrouds were backwards they would be problematic but they are not so yea mists, shrouds and hatch basement offerings are just bloodweb fillers rn and that's ok.
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Whilst I don't mind offerings being altered, new ones coming in or whatnot, this is being made into such a big deal and it's really not. Even when facing hook distances which are farther apart or going to a specific map, it's not the deciding factornof whether I succeed or not.
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BP just feel very strange in general. You can have games as both survivor and killer where you are working your butt off, doing tons of stuff and not get that many more BPs than if you did a lot less.
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Change all the Bloodpoint Offerings for Categories to increase your Bloodpoint gain in that Category and also make it affect every Survivor.
For example: Grants 100% Bonus Bloodpoints for Actions in the Objective Category.
That way even the Lower Tier ones could have more of a use. Especially since they keep removing Bloodpoint effects from Perks (Rip Prove Thyself. The only reason i ran you was because of the points)
Make Map Offerings work Backwards. You can use them to choose a Map you don't want to go to. (Lerys as Hillbilly- need i say more ?)
Luck Offerings Strenght could be increased but now only Work for yourself so SWFs can't abuse them.
The Shroud Offerings for Survivors could reveal the Auras of the other Survivors to you at the beginning of the Trial. You would also need to remove the Killer Spawn one.
For Killer we couldn't use the same thing as Lethal Pursuer already does that. Maybe just remove them from Killer and give them something else.
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