What are your top 3 priorities/improvements/fixes for dbd?
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Nerf Survivors and buff Killers until all of the Survivors combined are barely able to stand up to a Killer. Start with the crutch perks (what's known as the "Survivor meta") and SWF, move on to buffing Killer perks left and right, and don't stop until Survivors are genuinely afraid to go near the Killer on their own.
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"Winning" is not the issue, balance is. I can kill just fine, but when one Survivor (25% of the Killer's objective) can loop the Killer long enough for the Survivors to complete 3 generators (60% of the Survivors' objective), there's a big balance issue.
The "depip squad" proved that Killers cannot succeed if Survivors play as efficiently as possible and don't make mistakes. When one side can't win unless the other makes mistakes, we call the former "underpowered" and the latter "overpowered". This being an asymmetrical game, the roles are reversed.
Killers only "win" when Survivors play recklessly due to the amount of safety nets they have. I pointed this out way back in the Steam forum. I said that Survivors were dying not due to a lack of safety nets, but due to an overabundance of them.4 -
Reworks/Buffs for most killers until every killer is as balanced as Billy.
Collision Boxes for survivors and killers need to be the same size. (this would instantly solve looping)
Overall brightness of the game. There are some maps which are pitchblack, then comes a flashlight and my eyes hurt.0 -
That's just Whispers, or the Terror Radius in reverse. The problem isn't finding Survivors; the problem is actually catching them. It's no coincidence that the most played Killers at high ranks can either get Survivors down in one hit, or can catch up to them very quickly. Chases are simply too long to waste any time on them.
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- Hide and seek mechanics.
- Remove aura reading of the game; killers have generator aura, scratches, crows, alerts,etc; survivors reading auras remove the sense of danger of the game.
- Try to appeal more to other kind of players if you only appeal to toxic players this game never gonna be more than a niche game.
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@Siggerad said:
1. Hide and seek mechanics.
2. Remove aura reading of the game; killers have generator aura, scratches, crows, alerts,etc; survivors reading auras remove the sense of danger of the game.
3. Try to appeal more to other kind of players if you only appeal to toxic players this game never gonna be more than a niche game.Scratches, crows, and alerts are not auras. Furthermore, without stillness crows, Survivors could hold the game hostage indefinitely by staying in the same area or in a locker.
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nerf nurses auto aim for blinking it's stupidly op once mastered. get rid of decisive strike and remove the ability to SWF in ranked lobbies.
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@ChraizE said:
nerf nurses auto aim for blinking it's stupidly op once mastered. get rid of decisive strike and remove the ability to SWF in ranked lobbies.There is no more aim assist for Killers, thankfully. What you're seeing is likely some form of lag compensation or the Nurse is just good.
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@RemoveSWF said:
1. Remove SWF.Remove looping.
One blink Nurse.
ONE blink? Are you high?
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1-) Map designs are just terrible and they need to be changed. Windows and pallets should be there for a survivor to create an opportunity to hide from the killer, not a way to get to another one, then another one, and then another one. By improving map designs, hide and seek part of the game should be improved.
2-)The hillbilly can cross the map quickly, put pressure on people easily, and if a survivor makes a mistake, he can easily punish him. These features should be other killers' features too. Survivors need to be afraid of the killer. In this current state, survivors are not afraid of the killers except for nurse and hillbilly. Even billy has hard time sometimes. Nurse needs a nerf because she takes survivors only weapon from them.
3-)Games are too quick to even enjoy them. If you don't use ruin or the ruin gets destroyed in 30 seconds, against a competent team, you will lose all the 5 generators in the match under 5 minutes.
Overall, map designs, killers' power, and match duration should be improved. These are my and almost everybody's top 3 priorities.
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1.) Update current maps to make them more bigger while keeping a consistent pallet number. (Every map will have 20 pallets, it won't be randomized on how many pallets you'll get)
Reasoning: Bigger maps allows for stealth play for survivors. Additionally can make finding generators, pallets, vaults, totems, chest, lockers, traps, and etc more challenging to find (since the map is bigger, everything will be spaced more apart) which can buy killers more time to sacrifice survivors.
2.) Make killers strike the fear of God into survivors instead of being a laughing stock AKA buff killers or nerf survivors.
Reasoning: Do I need to explain why lol?
3.) Better hook mechanics in general such as replacing the struggle button with skill checks and make the "Attempt Escape" action more consistent during the summoning phase.
Reasoning: I made a post about this but it's really lengthy and no one didn't comment on it. Here's the link if you have 10 minutes to read it all, https://forum.deadbydaylight.com/en/discussion/5584/hook-phases-more-long#latest2 -
1) buff killers! at red ranks I shouldn’t only be going up against 2 killers!
2) some maps need fixing. Thompson house has that dumb exploit! And the fact that sheltered woods has over 20 pallets. Bloodlodge still isn’t completely fixed and I still see double pallets on maps.
3) I’d say nerf meta perks (still waiting on DS and self-care)0 -
@Nickenzie said:
1.) Update current maps to make them more bigger while keeping a consistent pallet number. (Every map will have 20 pallets, it won't be randomized on how many pallets you'll get)Reasoning: Bigger maps allows for stealth play for survivors. Additionally can make finding generators, pallets, vaults, totems, chest, lockers, traps, and etc more challenging to find (since the map is bigger, everything will be spaced more apart) which can buy killers more time to sacrifice survivors.
2.) Make killers strike the fear of God into survivors instead of being a laughing stock AKA buff killers or nerf survivors.
Reasoning: Do I need to explain why lol?
3.) Better hook mechanics in general such as replacing the struggle button with skill checks and make the "Attempt Escape" action more consistent during the summoning phase.
Reasoning: I made a post about this but it's really lengthy and no one didn't comment on it. Here's the link if you have 10 minutes to read it all, https://forum.deadbydaylight.com/en/discussion/5584/hook-phases-more-long#latest
First change is terrible to be honest. One of the most problematic aspects of the game is that killers can't cross the map quickly. This is why nurse and hillbilly is kind of meta as well even though it is not the number 1 reason that people prefer them.
Bigger maps won't make traps more dangerous. In which maps is the hag more dangerous? The game. Bigger maps will kill hag and trapper for sure. Hag won't be able to teleport to her traps, trapper will have to walk around the map god knows how many times to pick up his traps and place them.
Finding generators is the easiest part of the game. It won't make a difference I believe.
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Tighten the 'play area' up. So gens are more squashed together rather than being split evenly across the map. More frequent trifecta's of gens (final 3 close to eachother) it sometimes already happens through rng but positioning of gens is important to control the gens.0
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@RemoveSWF said:
@Orion said:
@RemoveSWF said:
1. Remove SWF.Remove looping.
One blink Nurse.
ONE blink? Are you high?
Nurse main just wants to play as an OP killer. Can't handle one blink? You have no skill.
Good Nurses will adapt, scrubs will go back to playing Huntress, the second most OP killer.
Who said I'm a Nurse main? You'd do well not to assume things.
1 blink is not enough. It hampers map presence and makes chases extremely easy for Survivors. The point of the second blink is so the drawback of her ability (Fatigue "stun") not outweigh its usefulness (movement and bypassing solid matter).
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Delfador said:
First change is terrible to be honest. One of the most problematic aspects of the game is that killers can't cross the map quickly. This is why nurse and hillbilly is kind of meta as well even though it is not the number 1 reason that people prefer them.
Delfador said:Bigger maps won't make traps more dangerous. In which maps is the hag more dangerous? The game. Bigger maps will kill hag and trapper for sure. Hag won't be able to teleport to her traps, trapper will have to walk around the map god knows how many times to pick up his traps and place them.
Delfador said:Finding generators is the easiest part of the game. It won't make a difference I believe.
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1. Dedicated servers. Or some way to deal with P2P hosting and how exploitable it can be via lagswitching etc.
2. Make hiding and stealth more viable. If this means a nerf to aura perks on both sides so be it. More types of hiding spots beside lockers etc.
3. Less pallets fix Windows. You could be feet away from the windows and still get hit. So to fix Windows I think less pallets would be okay.3 -
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- Press Quit
- Press Uninstall
- Press Yes
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@AshleyWB said:
Share your top 3 things which you think need improvement urgently more than anything else.Quality of Life adjustments to SWF that benefit killers such as hiding killer loadouts until all survivors have left the trial so loadout cannot be ghosted
Rebalancing of older content although this is already in the works as shown by the last PTB.
A complete overhaul or removal of the report system and clarification of the rules if it's kept. Punishment for those who abuse it such as repeatedly reporting for camping and removing the body blocking from list of reportable offences. Too many times I see a survivor BM a Hillbilly / Leatherface post game complaining they were body blocked into a corner and couldn't move as they are downed with a chainsaw and threaten the killer with reports because of it stating it's against the rules. Even with this being a minority the placebo effect of the current state of the report system empowers these people to keep waving around the report system like they have authority.
For the most part though I think the devs are doing a good job as of lately so I'll trust their judgement in future updates. I just hope eventually they revisit these issues.
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@Nickenzie said:
1.) Update current maps to make them more bigger while keeping a consistent pallet number. (Every map will have 20 pallets, it won't be randomized on how many pallets you'll get)Reasoning: Bigger maps allows for stealth play for survivors. Additionally can make finding generators, pallets, vaults, totems, chest, lockers, traps, and etc more challenging to find (since the map is bigger, everything will be spaced more apart) which can buy killers more time to sacrifice survivors.
Ehm no. One of the biggest issues playing killer is time management. If the maps get bigger it would be even harder to see, find and catch anybody than it already is. Current state of the maps is still bad because of too many looping and safe spots.
Post edited by megdonalds on2 -
Change the nine lives that survs have now to less than 3. As in it takes less than three hooks on a single person to kill them. Even if this means killers get slower. The amount of second chances they get is really frustrating.
Rework the maps/perks/killers to severely limit survs ability to loop while maintaining the same survivability/running/hiding ability. Wont happen since pallets are entrenched so deep it would take a total rework of the environment. With one person working on maps this is not going to happen.
Give substandard killers, non-meta killers, the ability to deal with loopers if the above cannot be met.
Give all killers a proper means to deal with people who use coms. The fact that devs are ignoring this facet of the game is really sad. What can they do about it? I dont know. How do you begin?
Make playing killer actually a fun experience. The fact that it is not for a large percentage of players should tell the devs something about the state of their game.
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Dedicated servers (no more loss in game because of rage quitters, also should fix lag switching, and bans)
Pallet loop areas
Frame Rate
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1. Make the game scarier.Remove/heavily nerf most aura readings from the game (aside from hooked survivors). Darkness should be dangerous/scary for survivor so there should be a reason for doing and being near completed generators. (Fear meter that increases survivor noise if in the dark or looks at killer too long. Difficult to see red stain in darkness. Etc.) Fog and completed generators should be impairing to the killer. Remove instant saves from flashlights, instead make flashlights blind, slow, then root killers only if holding to direct light.2. Make the game more interactive.Implement alternative objectives that influence the game. I.e. Prying open the barn house entrances to gain access to a generator and a potential hiding/loop location. A lever that opens an escape route/bridge to another area. Multifaceted generators that require parts, minor puzzles, maybe even mechanical failures. Implement alterior hiding spots, like in a trash bin, under crevices/crawl spaces, underneath beds, inside cupboards, etc. Allow killers to interact with the environment by tipping over lockers to instadown survivors or block pathways, or tipping over trash cans on fire to create environmental hazards.3. Balance the game.Regularly take data and openly work to nerf overused perks/killers/strategies/gameplay styles and buff underused perks/killers/strategies/gameplay styles.In all, take a few lessons on horror from other games to shake things up and create a less bland game. Over two years and it's obvious that the veteran player base is getting bored of tag.0
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Wait wait. Real answer:#1: Let me see the store in a lobby.#2: Auto requeue if killer disconnects.If I'm gonna be dodged, I should be able to window shop while I'm waiting.1
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They need to either implement a smooth reporting system or have dedicated servers. We need one if them pretty urgently but having both of these would be quite time consuming which would delay everything else they plan to do.0
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Visionmaker said:Wait wait. Real answer:#1: Let me see the store in a lobby.#2: Auto requeue if killer disconnects.If I'm gonna be dodged, I should be able to window shop while I'm waiting.2
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I can't think of anything other than this: (maybe because the fact that killers aside from the two mentioned later are so weak) Buff basically all killers except for Nurse and maybe Hillbilly. All killers should be viable in their own ways, and not require specific circumstances or situations to suddenly become viable for a match. How they would be buffed I don't know.
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1.) Balance is number one. Nerf the survivor's biggest meta perks to a more reasonable level, adjust the maps (i.e. less looping spots, pallets more spread apart), address genrushing (i.e. possibly add other objectives for survivors to complete) and tweak some of the weaker killers.
2.) Improved report system. The current one is completely unusable and does absolutely nothing.
3.) A bigger penalty for disconnecting. There's no real punishment for it besides losing bloodpoints. Perhaps add a time penalty that builds every time they disconnect. For instance, the first time you DC, it's five minutes, then ten, then fifteen, and so forth until eventually you're banned until the next rank reset. This would punish people who DC without being too debilitating to someone who's internet might've cut out during a game.
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megdonalds said:
Ehm no. One of the biggest issues playing killer is time management. If the maps get bigger it would be even harder to see, find and catch anybody than it already is. Current state of the maps is still bad because of too many looping and safe spots.
megdonalds said:Current state of the maps is still bad because of too many looping and safe spots.
megdonalds said:If the maps get bigger it would be even harder to see, find and catch anybody than it already is.
Again thank you for the feedback!0 -
Biggest issue this game has had for over two years is it’s balance is completely out of wack. Map design, SWF and totally unbalanced survivor perks giving them 9 lives are the biggest issues. There’s zero fear of a killer right now.1
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@RemoveSWF You’d figure someone as ruthlessly and blindly hateful of anything and everything Survivor-related as you would at least have enough synapses in their brain to realize how ridiculously difficult the Nurse is and why one singular blink would turn her from the Killer with the most potential to the least.
Guess not. Then again, you do main Leatherface, and those people are about as mentally stable as the character they play, so I guess I shouldn’t be surprised.
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Hillbilly420 said:
@Blueberry said:
Biggest issue this game has had for over two years is it’s balance is completely out of wack. Map design, SWF and totally unbalanced survivor perks giving them 9 lives are the biggest issues. There’s zero fear of a killer right now.And the big thing is that all the problems feed into each other like an Ouroboros.
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What if there was some mechanic which stopped survivors working on gens straight away. Whether that's finding a part, fixing before repairing gen or whatever.0
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@Visionmaker said:
Wait wait. Real answer:1: Let me see the store in a lobby.
2: Auto requeue if killer disconnects.
If I'm gonna be dodged, I should be able to window shop while I'm waiting.
totally agree,
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I would give killers the ability to ban a map from the match (just one) so ex: LF wouldn't be put on laryes, I think it makes sense, I mean he's the host sooo (?)
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Increase the time it takes do gens by 50 to 100%( gens without toolboxes atm can be done in 2:30 with epic toolboxes/addons but no brand new part 1:50 with great skill checks 2% of maximum which are easy to do you can get even lower) or introduce a second mechanic like needing fuel after its already repaired.
Nerf or remove second chance perks, DS, unbreakable, exaustion perks.
Add full map aura reading after 5 min when there is only 1 survivor left so your game cant be taken hostage for ages.
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@AshleyWB said:
Tighten the 'play area' up. So gens are more squashed together rather than being split evenly across the map. More frequent trifecta's of gens (final 3 close to eachother) it sometimes already happens through rng but positioning of gens is important to control the gens.I cant agree with this. A properly executed 3 gen strat can be extremely hard to counter for the survs if they were unfortunate to leave them that way. I want a game that is fair and not a roflstomp. I can handle the gens as they are now...or were a month ago when i stopped playing.
But putting 3 gens in close proximity to one another will automatically make killers go for this strat. When i play doc this can be very effective but having this every game is simply unfair. But then again they use coms but that is another subject.
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1) Buff ambush killers (pig, wraith and EW1 Myers) by forcing survivors into first person when repairing gens, searching chests, clensing totems and sabotaging hooks so they cant see the killer coming from a mile away.
2) Nerf killer and survivor meta perks and buff the bad perks until there are multiple, viable ways to play and there is perk veriety in all games
3) Rework all Hex perks and remmove totems2 -
@M2Fream said:
1) Buff ambush killers (pig, wraith and EW1 Myers) by forcing survivors into first person when repairing gens, searching chests, clensing totems and sabotaging hooks so they cant see the killer coming from a mile away.2) Nerf killer and survivor meta perks and buff the bad perks until there are multiple, viable ways to play and there is perk veriety in all games
3) Rework all Hex perks and remmove totems
First advice is terrible tbh. There is a reason why Wraith does not completely vanish but become somewhat visible in his cloaked mod. If they wanted something like that they wouldn't give these features to the killers. They want survivors to be aware of the environment so they can avoid ambush killers. Also, pig or myers can easily grab people from generators. It is not going to happen.
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New side objectives that could alter objectives, provide temporary buffs and ailments or create special trial conditions. Such examples could include: hatch to spawn in a predictable location or early (or late) for a short time, disable an exit door panel for a short time, make a generator explode when completed, respawn loot in the chests or trap the chests, revive a cleansed hex perk (albeit a weaker version), enhance status recovery and so on...
Additional ways to foil the opposing side, such as environmental destruction and environmental hazards unique to each realm. Autohaven oil slicks, Swamp sinkholes, collapsing walls at MacMillans, electrocution at Lery's and so on.
Crows (and other "woodland creatures") are more invasive and threatening to disturb; alternate ways to attract their ire. My impression of the lore is that the crows are an extension of the entity. You should want to avoid them at all costs. Even a killer could be deterred from disrupting them too often.
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