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All the QoL changes DBD needs yet doesn't have

Made a post in the last couple days about a Diminishing Returns QoL change, and realized if this last month is going to be my last chance to actually put these changes out there then ######### it, there are so many QoL changes we need and don't have.

  1. The DR QoL update I mentioned: There should be an exclamation mark that pops up when something in your build is affected by Diminishing Returns, and the player can hover over it for a message saying that something in your build is affected by Diminishing Returns. Ideally there would also be an explanation of how DR works, and what in your build is being affected.
  2. Speed % displays: There should be % numbers above every charge bar to show how fast you are performing the action compared to normal speed. That means if you are on a gen by yourself with nothing, the charge bar has a little number on top saying "100%". If you're on the gen with 2 people, it says "170%". Same goes for things like charging up a dash for cases where addons affect them. This would give players a much easier time figuring out how much their perks, items and addons are affecting their gameplay.
  3. Graphics settings: Holy this is so outdated. I'm hoping we will get individual settings with the overhaul, but man it sucks only having Ultra, High, Medium, and Low for the entire game. We have the ability to change our max fps to above 60 which is nice, but I'm not sure why it's capped at 120fps, if there are some people who can manage more let them go nuts. More so than that, why is it only preselected options? What if I can't reach a stable 90fps but I consistently am a bit over 80 or 75? Can I simply not have anything higher than 60fps then even though my computer can handle more?
  4. Killer-specific settings: There are so many killers that would benefit from having their own specific settings for things like sensitivity or even keybinds. We thankfully finally got a bit of that with Judgment specifically, but these should be available for every killer because there are so many that could benefit from this.
  5. Net code and server changes: The net code is, again, something I hope will be fixed with the overhaul. But even with better net code that doesn't make so many things client sided and result in goofy hits, that will not change the extremely high ping that so many players deal with. I made an entire post about this, showing a map of the current DBD servers (of which several are often turned off) and comparing them to Rainbow 6 Siege, a game of very comparable size. R6 had practically double the number of servers and they were much better spread out for their player population. DBD has parts of the world with large playerbases that don't have a server anywhere near them. Even in the places like the US or Europe, the servers are so few and poorly spread that many players play on high ping anyway.
  6. Get rid of perk tiers: With the changes to several perks in the most recent PTB being simple number changes to make the tier 1 and 2 versions closer in value to the tier 3 perks, many people immediately voiced "so why don't we just get rid of perk tiers." This would make it so much easier for new players to get into the game, it is genuinely baffling to me that 3 perk tiers are still in the game when they do not contribute to the game at all and only make it more difficult for new players to gain access to the hundreds of perks DBD has grown to accumulate.
  7. A "bleed out" option for slugged survivors in 2v1s: many games conclude with a killer spending minutes on end searching for the 4th survivor. The slugged survivor has to either wait for 4 minutes to bleed out (if the killer lets them) or wait to be downed 3 times until they can leave. The other survivor, unless they just run at the killer and die, is forced to try and wait for the survivor to finally bleed out (again, if the killer lets them) for ages. In these scenarios, after something like a minute being slugged on the ground, the slugged survivor should have a "bleed out" option, which speeds up their bleed out timer significantly (such as 3 times as fast). This minute (or more) timer should not be reset by a killer picking up and dropping a survivor, and bots should be programmed to use the bleed out option when available. Effectively less suffering and wasted time for everyone involved, while still giving the killer an indicator for how long they have to find or catch the last survivor before hatch spawns.
  8. Enemy-side perks in the tab menu: Currently, certain perks appear in the top right of survivor's screens when they are encountered or triggered. I believe more perks should operate this way. Not only that, it should appear for all survivors and appear in their tab menus where they can hover over the perk to read it's description. This would be another huge help to not only bridge the gap between SWFs and solo queue, but (more vitally) help new players understand perks as they progress through a game rather than relying on them reading all the perks afterwards. Because this would be such a great help to new players, I propose that this should be added for killers as well. Just imagine how much less confusion a killer would have if they are able to press tab and realize that the reason why the survivor didn't go down when they were hit a second time was Dead Hard. Or how much help a new player would get from being notified that a teammate's gen got hit by Pain Res and now they can read what it does.
  9. Man these tutorials suck: Everybody has said it for ages, these tutorials were never good and they're extremely outdated. I'm not entirely sure this is purely QoL, but it needs to change. The killer info tabs is a great feature, but we should be requiring new players to go through a tutorial that properly teaches them how to play the game first. Like, for the love of God, why in the survivor tutorial are we telling them to drop a pallet in front of them while they AREN'T EVEN BEING CHASED? We should be walking them through the core gameplay loops of DBD, not just saying "oh yeah you can do this I guess." Teach them how to utilize pallets, have them run around a very simple filler pallet against a killer bot in the tutorial instead of just saying "oh yeah this is a pallet and you can throw it down btw."
  10. Killer bots in customs: New players should have the ability to practice looping against a bot killer in customs. Right now the closest thing we have is the survivor tutorial trial, but being able to go to specific maps (and ideally specific killers, but I understand making bots for every one of them is difficult) against a killer would be a huge help in understanding how to play different maps.
  11. Survivor items, addons and offerings should be shared: Survivors are all cosmetics anyway. Why are we forcing players to swap off the character they like to some random character just to run a BP offering? Plus, this mostly just affects newer players. If you have a P100 survivor, you always have a level 50 bloodweb available that will much more likely contain what you want.
  12. The DBD stats page should be integrated into the game: This is another feature I'm hoping we might see with the overhaul. We already have stats being tracked (although Abandon seems to mess them up a bit) on a BHVR owned website, why not incorporate it? Why make players go to an external site to look at these statistics?
  13. Change the score cap to 40k overall: Each category has a cap of 10k points you can earn. However, for survivor, if you end up smashing gens all game, playing the team medic all game, or get chased all game you are not properly rewarded for it. Certain killers also have a much harder time getting points in certain categories due to the nature of their powers or their score events being counted lower. Making the cap be 40k points overall would make players feel like they are rewarded more often for their efforts and make things much more streamlined.

If I missed any let me know. There are so many QoL features and changes we should have had years ago, and yet in over a decade of this game existing we still haven't gotten them. My patience with some of these things had already been thin before, but its even thinner now that the forums, the best place to make these criticisms and possibly make a positive change on the game, are being deleted.

Comments

  • Artimenius1307
    Artimenius1307 Member Posts: 166

    I agree with all but point 7 and 8, 7 being slightly and 8 being completely.

    For point 7, this change should come with another one for Adept achievements. I myself don't care about 4k, so I never slug for it, but there is one exception, if I am doing adept achievements, I absolutely will slug for that 4k. If this change comes with Adepts only needing 3 kills, then I see no problem with it personally.

    Point 8 however, I can't agree this is even QoL. This is very much balance field, as revealing any perk by simply getting value out of it once is a huge benefit to the opposite side. It might reduce the difference between solo q and swf, at the cost of many killer perks losing part of their effectiveness, but it will, without a doubt, increase just how powerful the expert players will be. Can you imagine a global reveal of Spirit Fury? Might as well become an F tier perk. Additionally, it might sound like adding the option to read about the perk that just popped up is a good idea, but realistically, who's gonna read that? Expert/good players will know the effect by icon alone, newbies might not even know how to check it, and killer players will simply never have time to stop and read a perk.

  • Arcturus
    Arcturus Member Posts: 741

    I completely agree with you on point 7, that was a QoL feature I missed. Actually reminded me of yet another QoL feature I meant to mention, which is the killer should have a surrender option when all gens are done (or maybe gates are open since the killer can open them) as an equivalent of the survivor surrender option.

    I somewhat agree on some of what you said about point 8, but I still mostly disagree. I do think the part about having perk popups occur for the entire team crosses over into balance. But personally, if there is a perk that requires a completely different way of playing that a survivor would have no way of knowing about except if they're on comms, I don't think it's a healthy perk design.

    Spirit Fury is an incredibly unhealthy design that punishes specifically solo queue survivors more for simply using the counterplay the game gives them. Coup is a perk that affects solo queue much more than SWFs simply because a solo queue survivor has no way of knowing the information other teammates may already have, with which they may play things differently because the perk makes safe situations unsafe. These perks require changing how you play to account for them, but you can literally only do so if you have the information that it's in play. Penti is a healthier design in this way (even though I'm not a fan of Penti either) because it actually lets the team know about its presence, and in certain builds that can let the team know they shouldn't do more totems. In my opinion, in general bridging the gap between SWFs and solo queue as much as possible with information that would have been available to them on comms is needed for a much easier time balancing the game.

    But I get that that could be an agree to disagree, and people may have different opinions on it.

    However, I think the issue of the perks not being read is very simple to solve. The feature would not be intended for veterans anyway, it would be for the new player that, as you pointed out, may not understand that this feature exists. The simple solution is to either introduce the concept in the tutorial, or have a pop up appear the first time a perk comes up in the top right saying something like "Press tab and hover over the killer's perk to understand what it does."

    Even if perk HUD alerts are not made globally across survivors, at the very least I still think the rest would be an incredibly nice feature.

  • Mooks
    Mooks Member Posts: 15,452

    Overall good list. Some things i would add just Off the top of my head:

    1. Controller settings: Deadzones, Response curve, as you said killer specific settings but also different settings for survivors for movement and aiming, possibly gyro aiming for Controllers that have that
    2. Cross-Hair not locked behind addons. Accessibility settings shouldnt be locked like that, and they already scknowledged that many monitors have it built in and should be used for that. Why ‚punish‘ those that would benefit from it but don’t own such a monitor?
    3. Sprint Button toggle. They said its not feasible due to some perk interferences. Well, then adjust them to work with it, they are building the game with a new code foundation after all
    4. Possibility to rebind specific actions to different buttons (i think a major problem is still vaulting and entering lockers?) - or at least get the priorities for these right
  • Arcturus
    Arcturus Member Posts: 741

    These are all great suggestions! 14 QoL suggestions but I knew I'd be missing some.

    Controller deadzones and such would be great for consoles. Crosshairs may be a controversial one but considering some people (like you said) just put one on their monitor I think it would be a good change. A toggle sprint option would be amazing and I assume it hasn't been implemented due to how they detect sprinting for different perks, but you're right that I would hope this will be fixed with the overhaul. Finally, I agree that either every button should be customizable, or at the very least while running towards a nearby window, that should be prioritized over a locker entry.

    Glad we're building up an even longer list lmao.

  • TragicSolitude
    TragicSolitude Member, Alpha Surveyor Posts: 7,967
    edited September 26

    Controller dead zone settings are long overdue. Plus a response curve setting.

    The game also needs some more precise graphics settings, INCLUDING on console. My PS4 Pro fans get loud SPECIFICALLY when there is a large amount of particle VFX. So like large amounts of fog, smoke, gas, light reflecting off dust motes, and what have you are big culprits. If I could set those particle vfx to LOW, then maybe I could actually hear the game. I'd much prefer being able to hear the audio over the sparks in the fire barrels looking pretty.

    Oh, also, The Lich's spells should be mapped to the D-pad. His spell menu is ridiculously clunky on controller. He has 4 spells, they're already displayed NESW style, just map them to the matching buttons on the D-pad. Every killer with multiple functions needs looking at to streamline their use on a controller, but Lich's is the most obvious to see a quick solution for.