Kill Switch update: We have temporarily Kill Switched the Forgotten Ruins Map due to an issue that causes players to become stuck in place. The Map will remain out of rotation until this is resolved.

http://dbd.game/killswitch

My ideas on changes for your game

Generators and objectives:

First things first delete the whole regression limit on gens. There is no reason for it and it's more of a abusive mechanic then a helpful one. This shouldn't never be a thing, it's not that hard to know where all the gens are out and plan on what gens need to do so you don't "3 gen." When I'm playing as survivor, I abuse the mechanic to force killers to block their own gen and I have gone against it multiple times as killer and it's so frustrating. This made me not to run any slow down because there is no point to it. If you want to solve this problem, maybe redo the spawns where gens are gonna be at. Also, generators goes by way too quick, even without gen speed perks. I think there should be parts, maximum of 4, to be able to even start repairing a generator. Something similar like you guys did with Casting of Frank Stone. When killers kick the gen, the parts will fall off and survivors have to put them back in to starts repairing again. Which this will lead to toolboxes being change, instead of quicker repair speed put in less parts to put in, or able to spawn in one, keep the sabotage part, but make sure the toolboxes are not increasing repair speed.

Gates:

Exit gates are just too easy to open and they save progress. The perk haywire should've been base kit. Not up to 80%, but its when they have progress, basically like ruin on gates. It's very stupid that there is a technic for it and it works most of the time. I think the entity should be involved when all the gens are powered the entity blocks of the switch and gate doors, then survivors will have to find ritual stuff to repel the entity, something similar to the evil dead game on the final objective. Makes the game more interesting and this game shows so many ritual stuff and it would cool to use it in the game instead of having perks to see it.

Boons and Hexes:

Boons are one of the most powerful survivor perks in the game, but they don't go away permanently. Shattered hope should be base kit, not the aura reading part. Shattered hope its just useless perk because you wouldn't even know that they have the perk or not. Killers should be able to destroy the Boons, not snuffed it. Hexes need a rework, not many people are running it nowadays. Just a really high risk of losing your perks, especially if survivors spawn right on it. Hexes should work like Boons, all the hex perks into one totem, be able to bring them back, and able to place it. So killers would actually have a variety of perks to use instead just not using hexes.

Killer changes:

Most of these Killers are outdated, boring, and down right unfair to go against. It's also very frustrating that some killers are able to hold their power with no penalty. Some of the killer designs are lazy and basically having similar mechanics as the ones before it. I'm gonna lost some killers and put in what changes it needs.

Trapper - Very outdated, I would have him carried all of his traps, but only 5 traps to use, having more than 5 is redundant. Some of his add ons would be able to switch out trap varieties, like switch out bear traps with trip wires or an iri would switch out his traps for mines. Also have him able to use entity blocker traps, again he's able to use 5, like have the entity to block windows, gens, chest, totems, gates, etc,. But they're on a timer so Trapper would have to be smart where and when to place them.

Hillbilly - He needs to go back having the overheat mechanic. People who play Billy will just hold the chainsaw and make sure to corner you. People should be smart using his chainsaw at the right time. I think the overheat should happened when they are starting the chainsaw, not the sprint.

Nurse - The most op killer in the game but a simple change. Make her 2nd blink deny her for going through objects, but this would have you make her movement speed to 4.4 instead of 3.8.

Micheal Myers - No one asked for a rework and he's so uncounterable when he's tier 3. Revert him ane keep some of the add on changes, especially tombstone.

Hag - I would make her scarred hand base kit and have an iri make her teleport, which it's a whole rework. Or just have her slow down a short time when she teleported and put her traps on cooldown. Also rusty shackles should be changed.

Huntress - 4.5 movement speed, not 4.4. She should have a timer for holding her hatchet, it's stupid that holding a hatchet doesn't punish you. Got to be smart when to use it.

Pig - No. 2 rule add on should be base kit. Jigsaw's annotated plan should be base kit. Have add ons to switch different traps. Bring back that traps would pop when survivors are trying to leave at the gate, doesn't matter if it's off or not.

Plague - Corrupt purge should regress when you use it, just like her vile purge.

Ghostface - Needs a rework, big time. The whole stalking thing is stupid and very poorly designed. Ghostface should do something with phones. All the survivors spawn with phones. Ghostface will have the ability to call a random number, this would give him information for a brief moment where that caller is at. He would be able to sneak, so keep the night shroud, but no stalking part. Night shroud would be on a timer for both usage and down time. If survivors are not answering the phone, Ghostface would get a notification where that phone is ringing at if they leave it ringing for too long, if the survivor answers it too much, like maybe 3 times, they will become expose, maybe have some voice lines when he calls, maybe something when they get expose, he will say like "I'll gut you" or "There you are." Something that would fit him more than just stalking. Also the whole 99 stalk is stupid.

Demogorgon - Maybe have him able to reuse his portals not just relying on survivors to break them.

Oni - Revert most of his buffs, keep the turn rate.

Blight - He should be 4.4 instead of 4.5, make his hits more precise.

Trickster - Have his main event as his main power, once he's out of main event he needs to get his knives from lockers order to use them again.

Artist - Have her birds come back one by one, like Blights rush tokens.

Wesker - Have more precise hits

Knight - Change the whole guard idea, he should have a shield and something a horse. Like have him charge for a brief moment when he summons a horse. His shield should be able to deny stuns but it will slow him down.

Skull merchant - bring that rework you guys are making.

Singularity - Biopods should be able to destroy when the emp is used, and cause the Singularity to go on cool down of his power. The emps should have 2 charges, when Singularity slip stream, he should gain 7% haste for 10 seconds.

Xenomorph - power very lazy and unoriginal. Lead to a big disappointment. Xenomorph will have crawler mode, but he could only use his tail and should able to crawl on walls and over pallets, but deny him to break pallets and walls. When he switches out, it will go on a 30 second cool down. Still be able to have tunnels and turrets, but the turret will destroy itself when successfully burning the Xenomorph. His passive power is the eggs around the map, when the survivor his near them for the first time, it will be the eggs on timer before it opens, when the survivor is next to it again and staying next to it for that timer, a face hugger will appear, giving you the chest burster. Chest bursters will kill you if you don't remove it with a serum that will kill it or go into a chamber to have it removed. The Xenomorph is not able to get you in the chamber until you're done.

Chucky - remove all the changes he had and make his hits more precise.

Vecna - his spell timer should be a lil longer.

Ghoul - Revert all of his changes. His leap cool down should be long and able to slow him down just a bit after a leap. Give him a little more time before he's able to attack. Of course don't change his auto aim, keep it how it is now. Also delete the whole deep wound for him, it just doesn't make any sense.

Springtrap - No, don't give us another huntress. Delete the whole axe thing. He needs his phantoms to be his power. Springtrap should be able to summon phantoms. Certain phantoms will do certain things, like Ballon Boy and Puppet will do something with the doors cameras. Foxy and Freddy will help Springtrap at loops. Mangle and Chica will do something with gens and gates. Have the more accurate Springtrap, your head killer designer did not have 80 hours on Fnaf, it's so clearly obvious.

Krause - Get rid of her head mode vaulting over pallets. Have her able to switch forms when she is breaking pallets. Have her infect people with head mode like instantly. Both ways to infect people will take time, so something similar to plague.

Stamina:

There should be a stamina system in this game. The whole "holding w" is irritating and it's not punishing survivors for running infinitely. They should have an exhaust meter, showing the bar filling up the longer you're running. Exhaust perks should fill up half that bar. When you are fully exhausted you become 6% hindered and denies you for fast vaulting. Also when you become fully exhausted, your action speeds are slower. Also obviously denies you for using Exhaust perks. Survivors need to be smart when to run and not just running around with no care in the world.

Second chance perks:

These second chance perks are stupidly strong and they shouldn't have synergy together. Every single second chance perks on survivors should counter act with each other. Like unbreakable denies your decisive when use. Shoulder of the burden and deliverance should deny your decisive and dead hard. Dead hard should revert back to its original design. So sick of people just waiting for it to be used, it was better when use it for distance instead of having another health state. Just makes me don't want to use it.

Gen speed perks:

Change every single gen speed perks and make them something else. Or just don't have it dealt with gens. Gens are already fast enough, so these perks are very unnecessary.

No one escape death:

Noed should only make you expose if you're within 12 meters of the gate and the expose will linger for 10 seconds for out of range. Noed it's just a stupid handicapped perk that killers not learn how to play and just rely on it.

Tunneling:

To stop tunneling, I think if the hook survivor gets rescued and it gets down soon after, killers are not able to pick them up until they hook someone else. This should stop killers for tunneling and gives them pressure without ruining someones match, it is a game, so please let people have some fun.

Please developers of Bhvr, take these ideas into consideration for you game to be fun again. You're game feels like a chore most of the time and just makes me don't want to play it every week. Please Bhvr respond if you read all these and hopefully you'll have some of these ideas in your game. I'm only using my voice because I do love the game and I wish to see it in a healthier state.

Comments

  • kit_mason
    kit_mason Member Posts: 691
    edited December 2025

    so we're basekitting haywire, removing the genkick limit, slowing down gens basekit, and we're making changes to EMPs whilst compensation buffing hux into being way too good at walking survivors down (survivors who cannot run away anymore)?

    chess and terminus stall isn't ever going away if these are the suggestions bhvr is gonna keep reading lmao

  • ShanoaLegendaryPlz
    ShanoaLegendaryPlz Member Posts: 1,284

    Since 90% of the changes are buffs to killers across the board in almost every aspect of the game, survivors might as well line up at a hook at the start of the game. Kinda have to share the changes between both sides in order for things to balance out.