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SO with everything that has been changed or added...

What would you change, or add to the game

Perks:

Maps:

Killers:

Killer powers:

Killer addons:

Items:

Item addons:

Mechanics:

Base Game:

FYI... I add in mine after some others chime in

Comments

  • kin
    kin Member Posts: 552
    edited October 2023

    perks: I once had an idea for a perk that worked like this:Every time you deal damage, you get a token as soon as you hit 4/3/2, the aura of obsession will light up until you go to her at a distance of 24 meters. The one farthest from you becomes an obsession. All tokens are spent after use..

    Shattered skyline map: A huge spaceship that is located outside the universe.

    killer: you can read it here https://forums.bhvr.com/dead-by-daylight/discussion/393008/chapter-concept-the-face-of-darkness#latest

    Mechanics: The entity hates you the entity loves you and the entity hates you very much. these are mechanics designed to "balance" the feature of survivors...I decided that in my chapters I would give abilities to the survivors and the effect is that the entity blocks the windows earlier and for a longer period and so on.

    You can also view the subject by following the link.

    Base game: Would have remade the trickster.

  • crogers271
    crogers271 Member Posts: 1,980

    I was wondering whether to interpret this as things that could be made in a patch, or if I was totally rebuilding the game. I've got a mix of both.

    Perks: Before the anti-face camp mechanic, I would have switched Reassurance/Kinship to require the survivor to be within the range for 3 seconds standing/crouching still, but at that point the survivor on the hook gets a charge of deliverance (that can work on 2nd hook) that is communicated to all other survivors via the HUD.

    Now, I'd probably redesign ultimate weapon. Either make it only have the scream effect or make it have a significantly longer cooldown or make distortion work against it.

    If I was rebuilding the game: two perks teachable per survivor and killer, combine weaker perks to make them useful, but generally reduce the mass number of perks in the game.

    Maps: I'm cool with the maps.

    Killers: Chess merchant is dead, give it a few months for that monstrosity to fade from my mind before I think about changing killers around.

    Killer powers: Buff slinger's gun.

    Killer addons: Radical change: all addons should have a pro and con. Example is things like Pig's Iris, lose two traps, gain an aura read. Addons should not be a difficulty slider where you can impact the game difficulty just based on whether you've accumulated enough Iris that you don't mind wasting them.

    Items: Each survivor starts with an item, no survivor starts with the same item. The way I'd have this work is instead of choosing the item to begin the game with, you'd choose the preference order (example: toolbox, medkit, map, flashlight - if two or more survivors had the same preference it would randomly choose who started with the item, then go to the next item in their preference list). Eliminate the key from the game, but the aura reading addons for the key now become map addons.

    Item addons: Like killer addons, pro/cons. Presuming that the above idea for items were implemented, I'd also add more addon features to the items.

    Mechanics: Kobe attempts on the first two hooks of the game are impossible barring a guaranteed escape rate or it being EGC. Rework slippery meat to increase the radius of the anti-face camp mechanic (which I also think would make the mechanic better because it would prevent killers from being certain about where they can proxy camp from). Rework luck to impact items from chests or just eliminate luck entirely.

    Base Game: More things can be communicated via the HUD. If a survivor has deliverance and is on the hook, it should show an icon. If reassured, it should show that on the HUD., etc.

    More radical idea: Totally rework the bloodweb, its currently just there to eat up downtime. New bloodweb, everything in the game is permanent once unlocked, however each unlock (level) takes increasing amounts of bloodpoints. So at each level you'd be given the choice of two or three things to unlock (perks, item improvements, addons, offerings). What you don't choose goes back into the bloodweb draw pile., maybe you get it on the next try, maybe you don't see the options you didn't take for a very long time.

    Offerings (I'll add this): Map offerings only moderately increase the odds of a certain map. Survivor bloodpoint offerings that target a specifc area increase by 200% and triple the cap.

    Radical Rework of offerings: Remove bloodpoint and map offerings entirely. Offerings instead give small bonuses to the various map elements. Chest quality, gen spread, pallet spawns, hook spread, etc. Killer plays two offerings, each which are twice as strong as a single survivor offering.

  • RaSavage42
    RaSavage42 Member Posts: 5,572

    Those are great Ideas...

    @crogers271 yes you can think of this thread in anyway you feel

    I've been thinking of what others would have done after 6.1.0... cause I have my own thoughts about it

  • totallynotamegmain
    totallynotamegmain Member Posts: 658
    edited October 2023

    Change how the objectives worked for survivors to make them interactive for both sides and not just hold M1 all game. Would also center them around escapes so each survivor would use up an escape requiring the others to find their own, so the game can have a balance between survivors working together but also having to be separated from each other.

    this would not only make the game less boring for both sides but also add a freshness to the game it hasent had for years

  • D0NN1ED4RK0
    D0NN1ED4RK0 Member Posts: 819
    edited October 2023

    Maps

    I’m adding a lot of maps into this game

    idc if there’s a new OP killer, OP perk, OP addons or even new concepts

    I just want more maps into this game

    here are some maps I want added into the game

    alchemilla hospital from silent hill

    lakeview hotel from silent hill 2

    the amusement park from silent hill 1&3

    and uhhhh more maps just more and more and more maps either from silent hill or just made up maps until I can’t count them

    maybe uhhhh the town of silent hill itself as a map

    ok enough silent hill maps

    maybe uhhhh idk what else to add to the game…. But I want more maps either silent hill or just new maps in general

    i just want new maps added into the game cause now it feels boring whenever I spawn on any maps I’m used to and I’d rather feel like there’s a MASS variety of maps

  • RaSavage42
    RaSavage42 Member Posts: 5,572

    So is it safe to assume that you are a Silent Hill fan???

  • D0NN1ED4RK0
    D0NN1ED4RK0 Member Posts: 819

    Yes…. But I enjoy other types of horror games…. It’s just silent hill is what comes when I think of new maps to be added into the game

  • RaSavage42
    RaSavage42 Member Posts: 5,572

    I see...

    I mean I kinda want to see a Stadium map for Trickster, A map for Pinhead Maybe a mansion or something

    All of the Killers that don't have maps should get one

    I also kinda want to see a City map (Huge) for the fun of it

  • D0NN1ED4RK0
    D0NN1ED4RK0 Member Posts: 819

    Yeah I swear many killers in this game have some potential to have a map with their chapters that could fit their character/backstory

    I wanted a map for the blight like a blighted dimension or something like that

    and for pinhead….I feel like his dimension from the hellraiser movies (that giant maze thing) could be a map of its own yet I feel like it’s gonna be way worse than RPD

  • Yippiekiyah
    Yippiekiyah Member Posts: 496

    What would I change? Well the balance team would be a good start

  • 30 more seconds to gens (adding 10 seconds was a joke)

    Actually make the maps less safe instead of just moving the god pallets from where there were to somewhere else

    No more toolbox repair for gens

  • RaSavage42
    RaSavage42 Member Posts: 5,572

    But anyway...

    Perks:

    Reworking Hangman's Trick, This Is Not Happening, Hex Ruin... ETC

    Maps:

    Getting a Map(s) for Killers that don't have one... but adjusting Loops for other maps

    Killers:

    Maybe Jason, another Pinhead (female this time), Chucky, IT (Pennywise), John Kramer or Det. Hoffman with any of victims that appeared in the movies

    Killer Addons:

    All of them (sorry but I don't want to say any specifics)

    Items:

    Reworking the Items we have now... Adding in a Walkie-Talkie maybe more

    Items Addons:

    All of them... give them all a look at

    Mechanics:

    Allow Gens to have checkpoints (either 33%, 66% or 25%, 50%, 75%) and give a secondary Objectives to get that Checkpoint either getting gas or a part (I could get more specific on this but I'll hold off)

    Get rid of the 4% (or luck for that matter seeing how this doesn't have that much impact on the game)

    There's more but I'll hold off and see where the thread goes

    Base Game:

    Either shorten the Lobby timer or get rid of it... Allow the HUD to show more... Allow Survivors to see each others Perks, Items and Offerings before the match starts (if they keep the Lobby the same)

    Either increase the Gen times or shorten the Gen times while looking at the efficiency that the Survivors bring (plus other things that would be something to add onto everything else ^^^)

  • RaSavage42
    RaSavage42 Member Posts: 5,572

    Adding in 30 seconds isn't what they did... they just increased the charges to complete the Gens from 80 to 90 without looking at the efficiency the Survivors had... so if you wanted to you could add 30 more charges to complete a Gen but get ready for Survivor players to grab their pitchforks... also changing the regression perks added to it

    So why not just make the Gens have 100 Charges to complete while looking at the efficiency that Survivors have... and/or maybe Toolboxes lead to a progress that can't be regressed (I can't word it the way I am thinking of it)

  • caipt
    caipt Unconfirmed, Member Posts: 696

    Perks:

    Survivor:

    Fleet footed. Dodging any attack grants you 200% haste for 1 second. No cooldown or exhaustion shutdown, infinite use.

    Benevolence. When unhooking other survivors, they gain 150% haste for 3 seconds.

    Killer:

    Deific Bond. Kicking a gen blocks it for 30s. 45 second cooldown, starts after the 30s. triggering it while its still active deactivates the previous instance.

    trickster map.

    scooby doo chapter