Kill Switch update: Amanda's Letter add-on for The Pig has been Kill Switched due to an issue with incorrect RBT count.

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Polish by Daylight (aka what would happen when i would be on the balancing team)

Hello fellow Killers and survivors,

i was thinking about some things that i dislike on Dead by Daylight and some things i like about it and was thinking of making a thread about "polishing" Dead by Daylight.

The first thing i came into my mind is balancing Dead by Daylight. Of course, those are just ideas and maybe they feel a little bit heavy but i will try to give ideas that make sense and give reason for every change i would like to see.


The first thing i would want to change is the Perks overhaul. Changing the Meta COMPLETLY. Change some perks completly because they just doesnt make any sense as a perk (killer and survivor side). Also, for polishing reasons, teachable perks have a small change to their description and make them a little bit less powerful on survivors that need to learn the perks. On level 3 its the same effect as having it equipped on the same survivor. Also, to have the teachable perks for other survivor, you have to level the perk you want as teachable to level 3 on the survivor it belongs to.

First Perk: Balanced Landing

Description:

With balanced landing, you can jump from higher places. You learned to jump from higher places to escape the police. Removes the "stun" penalty for falling from hills COMPLETLY.

Teachable Description:

You learned from Nea how to jump from higher places. Now you can jump from higher places. Reduces the "stun" penalty from jumping higher grounds to 50/75/100%.

This would remove the sprint burst part for balanced landing. Why? You may ask? Because it simply doesnt make any sense that survivor have just reduced stun penalty and then running like a maniac. It would certainly nerf the perk, hence the change of it to COMPLETLY remove the stun penalty. With sprint burst, you still have your normal Balanced landing.

Second Perk: Sprint burst.

Description

With Sprint Burst equipped, you have learned to sprint way faster for a short period of time, causing exhaustion. While running, press the "Activate ability" button to sprint for 1/1.5/2 seconds. Causes the Exhausted Status Effect for 50/40/30 seconds.

Teachable Description:

You learned from Meg how to hold your breath and sprint away from your problems, causing exhaustion. While running, press the "Active ability" button to sprint for 1/1.5/2 seconds. Causes the Exhausted Status Effect for 60/45/30 seconds.

Here, a small change for sprint burst. Now, you need to press a button to run like a maniac. It can buff the perk a lot. Many would say "What about Dead Hard?". Dead Hard will be removed from the perk sets, and change to an item instead. More to that, when the time comes to talk about Dead Hard. For those, thinking it would be a nerf to reduce the time from 3 seconds to 2 seconds - No. It's NOT a nerf, since you can just press a button to run. You have more possibilties to use the ability when you want to. You have more control, giving it more strenght to the perk.

Third Perk: Adrenaline

Description:

You learned to run when you should run to escape something. When the exit gates are powered, the perk activates. When running and sprint burst equipped, you ignore the Exhausted Status Effect. When running, press the "Active Ability" button to sprint. When having the Exhausted Status Effect on you, the effect of the Sprint is reduced to 120/130/140% of the normal speed, instead of 150%. After performing Sprint Burst, add the Exhausted Status Effect for 60/50/40 seconds.

Teachable Description:

You have learned from Meg, that you sometimes have to run, even when feeling weak. When the Exit Gates are powered, the perk activates. When running and sprint burst equipped, you ignore the Exhausted Status Effect. When running, press the "Active Ability" button to sprint. When having the Exhausted Status Effect on you, the effect of the Sprint is reduced to 110/125/140% instead of the 150%. After performing Sprint Burst, add the Exhausted Status Effect for 65/50/40 seconds.

Yea, again a little nerf to the perk. Wondering why? It doesnt make any sense that the survivor starts to run normally when the exit gates are powered. Its heavily frustrating that a survivor escapes just because of this over strongly perk. Now, it gives you either the normal Sprint Burst, or the Sprint Burst of just the Adrenaline. This perk is effective even without Sprint Burst. But i have to say, i still think its too strong for just a perk, but removing the healing make it way more balanced. I never understood the healing effect AND the sprint.


Fourth Perk: Botany Knowledge

INTRO: A very VERY strong change to that perks are coming ahead.

Description:

You transform important plants for healing around The Trail into useful tinctures. Each plant you find in The Trail, increases your Healing Speed and Healing Item Efficiency by 2/3/4%. There are atleast 2/4/6 plants around The Trail you can find. Those plants can be increased with the offering: Flower Seeds.

Teachable Description:

You have learned from Claudette what plants are good for healing. Each plant you find in The Trail increases your Healing Speed and Healing Item Efficiency by 1.5/2.5/4%. There are atleast 2/3/6 plants around The Trail you can find. Those plants can be increased with the offering: Flower Seeds.

New offering: Flower Seeds

You find Seeds around The Campfire that increases the chance of finding healing flowers around The Trail. Increases Healing Plants by 2/4 the times of normal flowers spawned. [Rare, Very Rare]

I have to say, Botany Knowledge never was used by anyone. It increases your ability to heal yourself and others, but never had something special to it somehow. With this change there are a new offering and also a new thing to do for survivors. Finding plants to increase their healing effeciency by adding a plain amount of instant healing. But only those, who have the perk equipped can use the plants. Survivors without the perk still can offer the Flower Seeds tho.

Fifth Perk: Empathy

Description:

You have Empathy for those in pain. Reveals survivors who are Injured when withing 20/40/60 meters. When healing Injured survivors, you are healing them 10/20/30% faster. While healing Dying survivors, you are healing them 30/40/50% faster. Reveals the killer when an injured survivor is in chase with the killer. The killer sees your Aura when looking at you, while in a chase with an injured survivor. Gives you 1/1.5/2% more bloodpoints in the bold category, when the killer break the chase with an injured survivor and chase another survivor.

Teachable Description:

You have learned from Claudette that other survivors are also a mean to survive the trail. Reveals survivors who are Injured when withing 20/40/60 mters. When healing Injured survivors, you are healing them 10/20/30 % faster. While healing Dying survivors, you are healing them 25/35/50% faster. Reveals the killer when an Injured survivor is in a chase with the killer. The killer sees your Aura when looking at you, while in a chase with an Injured survivor. Gives you 1/1.5/2% more bloodpoints in the bold category, when the killer breaks the cahse with an Injured survivor and chasing you next/chasing you next/Chasing another survivor.

Well, the perk itself had almost no use for people, since a killer would not leave an Injured survivor. Now, when this happenes the one with Empathy equipped, will have a better reward when the killer leaves the survivor. Also: Now the killer has a small reason to leave the survivor, hitting another survivor. I actually wanted to make it more rewarding for the killer but i dont think adding anything to the killer as a reward, would be too strong killer wise. So i now let it be as it is now.

Sixth perk: Dead hard

Intro: Warning. Many will think this change is way to harsh. But with the changes with Sprint Burst Dead Hard would have no use anymore. It's not a change, its a complete remove.

Dead Hard will be removed from the Perk's, and instead will be a Rare/Ultra Rare Item.

Description:

Adrenaline Syringe:

This Adrenaline Syringe will give you a small boost. While running, press the "Active Ability" button to using the Adrenaline Syringe, after 0.5 seconds you sprint forward, ignoring incoming damage for the sprint duration. While being hit on the "use" time, the item just breaks and doesnt give you any sprint.

Prepared Adrenaline Syringe:

This Adrenaline Syringe is already prepared for using. While running, press the "Active Ability" button tu use the Adrenaline Syringe instantly, you sprint forward ignoring incoming damage for the sprint duration.

Description on both Items:

You can only use one Syringe of each type in The Trail. (You can use both Syringe in one game tho)

I know, this change is a little bit hard, maybe. But i also want to have a big change in hitting survivors: Remove the auto hit function on EVERY killer. You have to let go of the hit button to hit someone. When performing a lunge, the killer shouldn't automatically stop hitting someone. This makes two things possible: Hitting another survivor, not the one right in front of you (Survivors cant tank hits anymore) and make this Item counterable.

Why this change: Well, having the change with Sprint Burst to use a button to activate the perk removes the reason behind Dead Hard. I think they released the perk as this, because Sprint Burst always get activated when sprinting, giving this Perk a reason to exist. Now, after that change of Sprint Boost, it would make the Perk unreasonable. Also, notice that i dont mention the Exhausted Status Effect? Yes, its not giving you exhaustion anymore. (Means you can use Sprint Boost AND the Syringe)

Seventh Perk: Decisive Strike

Intro: Another BIG Change of this Perk. Some may find it not good (especially survivor mains). But it has his reasons to be change and maybe make it more weaker/stronger.

Description:

You have learned to use your items at hand to get free from everything. While being carried by the killer and having an item equipped, press the "Active Ability" button to stun the killer for a short period. Doing so, will have different results for each Item handling.

Flashlight: The flashlight instantly breaks completly, blinding the killer and giving him a stun of 2 seconds. You leave no scratch marks on the ground. Rarity does affect the blind duration but not the stun duration. (More rare, slightly longer blindness)

Toolbox: The toolbox lose 100/90/70% of its durability, stunning the killer for 2/3/4 seconds. If the toolbox breaks, while performing the ability the killer dont see your scratch marks for 5 seconds. You are affected by the Haemorrhage effect for 2 seconds.

Med-Kit: You drop the Med-Kit after performing the ability, stunning the killer for 3 seconds. For whatever reason, you dont bleed anymore. You see the killers Aura for 3/4/5/6 seconds.

Map: While performing the ability by holding the Map, the killer sees the Aura of generators who are being worked on in yellow for 5 seconds. You stun the killer for 2/3 seconds. You leave scratch marks on spots, further away from you.

Key: While performing the ability with any Key, the Key will be dropped and will break the Key in the progress, droppin a Broken Key in the same Rarity. When escaping with the Key, the Key will be magically repaired. You stun the killer for 5 seconds, leaving no scratch marks.


Teachable description:

You learned from watching Laurie escape the grasp of the Killer, to use items at your hand to escape. While being carried by the killer and having an item equipped, press the "active ability" button to stun the killer for a short period. Doing so, will have different results for each Item Handling

*INSERT DESCRIPTION OF EACH ITEM*

When performing the ability, you stun the killer for 1/0.5 seconds shorter and the item are used for 50/25% of the normal durability.

Why this change? Well, decisive Strike doesnt make any sense to me, lore and gameplay wise. "Oh, i have been rescued, now i can stab the killer because... Reasons!" Now, the ability has a high variations (its good for survivors, more fun) and you HAVE to use an item to perform the ability. Now, no magic stuns anymore.

Also, to make it a bit more stronger, you dont have to be rescued anymore AND you can choose to use the ability whenever you want to. Also, now Frenklins Demise has another use, instead of just "Well, now you dont have your item anymore. hehe".


Eight Perk: Inner Strength

Intro: Yes, this perk has just been released. Yea, i know that. But it's a completly stupid perk. It just doesnt make any sense, doing a totem heals you when you go in a locker.

Description:

You look inwards and trust your instincts when you feel lost and alone. Each time you are wounded, you have the feeling that, when being calm, you can withstand damage. When you are being wounded, 2/3/4 generators are highlighted. When repairing a generator while wounded, you heal at the same speed. When affected by the Broken Status effect, repairing 3/3/2 generators remove the broken status effect.

Teachable Description:

Nancy told you, that you should trust your instincts when feeling lost and alone. Each time, you are wounded 1/2/4 generators are highlighted. When repairing a generator while wounded, you heal at 50/75/100% speed at the same time. When affected by the Broken Status Effect, repeairing /4/4/2 generators remove the broken status effect.

Reason: Give this perk a better reason to exist and also give the perk a reason WHY you would be healed and being strong is a reward. For me, it feels the exact opposite to hide in a locker to heal your wounds as "strong". It feels, well not strong more like weak.


Ninth Perk: Mettle of Man

Description:

Evil has a way of always finding you. After you heal equivalent of 5/4/3 health states, Mettle of Man can be activated. Once you choose to activate the Ability with the "Acttivate Ability" button, when someone else is in a chase with the killer and you are in his Terror Radius, you magically take the hit for the survivor and also adds the Deep Wound status effect. When you take the hit, your Aura is revealed for the Killer for 10/8/5 seconds. Gain 50/75/100% more bloodpoints in Altruistic.

Teachable Description:

Ash told you, that maybe taking one hit for a stranger can help yourself. After you heal equivalent of /5/4/3 health states, Mettle of Man can be activated. Once you choose to activate the ability with the "activate ability" button, when someone else is in a cahse with the killer and you are in his Terror Radius, you magically take the hit for the survivor and get the Deep Wound Status Effect. When you take the hit, your Aura is revealed for the Killer for 11/9/5 seconds. Gain 50/75/100% more bloodpoints in Altruistic.


Reason: Mettle of Man was a strong perk on released, then got nerfed to death. Well, here is another change i find interesting for both sides. Now, Mettle of Man gives more bloodpoints, you need to heal instead of taking a random hit, and when you activate it, you get the pain, instead the survivor you rescue.

Also, for instance, it doesnt matter if the survivor is Injured or not, you take the hit. When you leave the Terror Radius, the perk doesnt work anymore. Also: You can use this perk as often as you wishes. (Gives a reason to the killer, to go after the one "randomly" affected by the Deep Wound timer")



Tenth Perk: Tenacity

Description: There is nothing stopping you.

Your ferocious tenacity in dire situations allow you to crawl 50/70/90 % faster and recover at the same time.

When healed by another survivor, the survivor and you leave no scratch marks for 3 seconds.

Teachable Description:

You have learned from Tapp, that you should be more tough.

While in Dying state, crawl 50/70/90% faster and recover at the same time. When healed by another survivor, the survivor and you leave no scratch marks for /2/2.5/3 seconds.

Reason: Just making the perk a little bit stronger. Yea, 90% sounds like a lot, but when the killer instantly picks you up, there is no reason in this perk. When the killer lets you lying down, it should be way more rewarding to have that perk.


Now, whe come to the part over killer perks. Yes, that's almost everything that i would change killer perks wise. MAybe here and there i forgot some survivor perks, or maybe for some survivor perks i dont know exactly how to change a perk. But i think, these changes are quite big, i know, but i think necessary. I will explain in the end, under the killer perks, my full comclusion.


First thing to change on almost every killer perks that arent activated instantly: They should not be shown for the duration the perk ISNT activated. (E.G Hex: Huntress Lullaby)


First Perk: Predator

Intro: Big Change

Description:

Your acute tracking ability allows you to hone in on disturbances left by running Survivors. Now, scratch marks have also a slightly/moderatly/considerably chance to have some golden scratch marks that look like an arrow, that will show the walking route of the survivor.

Teachable Description:

The Entitus gave you the ability to see with Wraith's eyes. Now, you slightly/moderatly/considerably see golden scratch marks among the normal scratch marks that show you the route of the survivor.

Reason: Disable the scratch marks being closer together. The perk almost has no use because of that. (I often find myself, loosing the scratch marks).

With this, newer players with Wraith have an amazing ability to track down survivors. Older Players still have a small reason to use this perk.


Second Perk: Stridor

Intro: Just one thing for level 3

Description:

You are acutely sensitive to the breathing of your prey.

Breathing of Survivors in pain is 25/50/75% louder. When being very close to survivors, have a small crow looking to the survivor [Level 3 only].

Teachable:

The entitus gave you the sensitive ears of the nurse, to hear the breathing of your prey.

Breathing of Survivors in pain is 20/50/70% loduer. When being very close to survivors, have a small crow looking to the survivor[Level 3 only].

Reason: Just to make it stronger. Very weak perk imo.


Third Perk: Play with your food

Intro: Maybe a too strong change

You become obsessed with one survivor.

Every time you let one survivor escape, get one token. Up to a maximum of 6.

The first 3 tokens increases your movement speed by 2/3/4%.

The 4,5 and 6 Token increases your action ability by 5/10/15 %.

Loose one token by each offensive action. When over 3 token, loose 2/2/1 tokens instead.

Reason: It's a very weak perk. Maybe this is too strong, i actually dont know really. But i want it to make it valiable to add variaty to the game.


Fourth Perk: Overcharge

You are fuelled by the hate, that survivor makes progress. Overcharge one Generator by using the energy of the other generators, by performing the Damage Generator action.

Each time a survivor finishes a Generator, gain a token, to a maximum of 4 tokens.

The next Survivor interacting with that Generator is faced with a Skill Check, variying in difficulty by how much tokens you have. Failing this Skill Check result in an addition 3/4/5% * x Tokens regretion. Succeding the Skill Check gives the Generator a small repair boost by x/2 token. (1/2, 2/2,3/2,/4/2) for 1 second.

Reason: Gives the perk more power by how fast the game already has progressed and also makes the perk a little bit rewarding for survivors when hitting the skill Check. Skill Check shall be VERY difficult to hit on 3 to 4 tokens. (Maybe even harder than DS)

Fifth Perk: Knock Out

Description:

The Trauma caused by your brutal attacks makes crying for help painfully difficult. Dying Survivors Auras are not revealed to other Survivors when they are standing outside of a range of 36/28/20 meters. Reduces the healing effeciency by 10/20/30%.

Reason: Buffing the perk a little, while nerfing the Aura readability.


Sixth Perk: Hangmans Trick

Intro: Removing the faster recover of hooks, giving it damage to survivors

Description:

You have the sense that survivors sabotage your traps. When survivors are working on a trap or hook, when fully sabotaged/80/60% progression is made, harm the survivor. Additionally, survivor sabotaging a hook gain the broken Status Effect when in the Terror Radius.

Reason: When sabotaging something, it should be harmfull for the survivor, that did the sabotaging. Not for everyone in the trail.

Seventh Perk: I'm all Ears

Description:

Your keen senses are sharpened in the dark Realm of The Entity 

Unlocks potential in one's Aura-reading ability.

Any Survivor performing a rushed action or failing a skillcheck within 48 metres from your location will have their Aura revealed to you for 6 seconds.

I'm All Ears can only be triggered once every 40/30/20 seconds.

Reason: Buff it a little. Releasing Perks that doesnt have a use also for bigger players are a little bit... Well, not a good choice for long term players.

Eight Perk: Mindbreaker

Your distressing presence drains and weakens your prey.

While repairing Generators, while Survivors are in your Terror Radius, Survivors are afflicted by the Exhausted Status Effect.

Any existing Exhaustion Status Effect timers are paused while the Survivor is repairing a Generator. After ending the Repair action, the Survivor is afflicted by the Exhausted Status Effect for 1/3/4 second(s).

Reasons: Make this perk a little bit stronger, while removing the unnecessary effect while not near the killer.

Nineth Perk: Coulrophobia

Your presence alone instils great fear.

Survivors withing your Terror Radius get Madness over time. When reaching Madness 3/3/2 your survivor screams.

While playing the Doctor, increases the passive Madness over time.

Reason: Make this perk reasonable without reducing pregression on anything. I know this perk is good with Nurses calling (when it wouldnt show up for the survivor tho) but i think its eaither to weak or to strong. With this, every killer CAN have Madness, with the small effect of survivors revealing their locations.

I actually also thought of doing Madness 3/2/1 but then, i think it would be too powerful for all killers, so its just 3/3/2.

(means, you really only scream on level 3, unless you are playing doctor)


Tenth Perk: Bamboozle

Intro: VERY Strong Change

Description:

Performing a vault action calls upon The Entity to block that vault location for 4/6/8 seconds. Using your ability at the window, blocks that window for 2/3/4 seconds.

Reason: It is already a strong perk, but very easily counter able. I would love to have an interaction with the abilities of certain killers. (Clown Bottle, Huntress Axe, Schock Therapy for Doctor).


That are all Killer Perks. I know, no Perk actually got to be an addon. That's because, Perks for killers make a lot more sense to me, because the entitus is giving them the powers (at least, i think that).


Another thing i want to change, that doesnt have anything to do with Perks or Items, is the speed of killers and interactions.

I dont know why they did this, but there are certain killer Speeds, that are shared among other killers. But why? I know, it's "easier" to balance or something like that, but it doesnt make sense for the game to have that. Every person walks differently and every person interacts differently with objects.

With that in mind, what i want is that each killer has own times on actions. Every killer should have different times of picking up a survivor. The higher the killer, the longer, the weaker the killer, the slower.

Also the same with damaging a generator. When kicking with a feet, it should take a little longer. When damaging the generator with a weapon, its WAY faster. Does this means, removing the perk "Brutal Strenght"? Well, in some cases yea. Plague, Spirit as example, cant use that perk then. Is it bad for the game? No, it adds actually diversity to the game for each killer.

Every killer, of course, should be almost the same, just different powers and the perks should make killers stronger. But slightly variations would be an welcoming to the game.

Another thing, that doesnt has anything to do with Killer perks or Addons. Every killer should have a slighty different animation when doing something. Yes, Plague and Spirit have some variations at damaing the generator. It would be cool if there are even more variations to that. As example, i would love to see The Pig or The Nightmare instead of punshing the generator, pushing their hands in the generator, do some things in the generator, like slicing up the cable, and then coming out with the cables in hand an dropping them on the ground. Or having the hillbilly and Cannibal not using their feed to destroy pallets, instead using their weapon, like hillbilly smashing the pallett with his hammer or shovel or whatever you have as a skin (same goes for Cannibal). I would love that small variation to the game.

Also, another very big thing i want to have in this game, that i hoped would happen - EVERY killer has his own chase theme. Yes. It's a big one, i know. But it would be so so much cooler, than having the same theme for almost every killer. Its just a very small thing to add to this game, but it would make a very very big difference.

So. Now i think i have said everything. I dont know if i have more to say, when i do, then i will post it here. It took me at least one hour to write all this, i really really hope this will be read.

What do you think of the changes of the perks? I know, these are very huge changes to some of the perks, but these are just ideas of balancing the game. Maybe some perks are changed to much, maybe others not enough changed. I will definitly think about more ideas to change perks and i would like to hear your ideas!

Greetings


Wolff

Comments

  • ahandfulofrain
    ahandfulofrain Member Posts: 528

    No. All of these no. Killers would hate the game even more.

  • UlvenDagoth
    UlvenDagoth Member Posts: 3,535

    I mean, some are good and some are bad. It's hard to say without them being used in game.

  • Ksoni
    Ksoni Member Posts: 607

    And that's why you aren't dev.

  • Wolff_Bringer
    Wolff_Bringer Member Posts: 90

    Ahandfulofrain and Ksoni,

    just saying "no" or using a bad sentence to me (refering to "And that's why you aren't dev." arent helpful at all.

    UlvenDagoth

    Of course some are good and some are bad or over-the-board. But which one do you like, which one do you think are to strong/to weak.

    The hard changes are made to develop more perk variaty on the survivor side. As example: The change on Botany Knowledge is, to give Survivors a perk that changes the gameplay a little and to reward the players of finding things. Of course its a huge change, but it improves the perk about a lot. Right now, almost no one use it and i want it to get back to the game.

    The changes on Deceisive Strike is there to encourage to bring items into the game. Also, giving Franklin Demise finally some real good use, instead of it just being a perk "No, you are NOT using this Item. Hahaha."

    The buff on Sprint Burst, well i know that some people would hate this, that's why Sprint Burst isnt as strong as before. Maybe it is still a little bit too strong. But now Lithe should also be used.

    The change on Balanced Landing is pure for realistic reasons. Of course, if some of you dont agree with me there, its totally plausible.


    If you dont agree with anything on my list, or just with some aspects. Please say, what do you think wouldn't be a good change. I would love to hear your thoughts about this balancing topic.

    And please, stop just using "no" and dont give a reason to it or using bad sentences. I know that i am not a dev on this team and i know maybe the ideas could be unhealthy to the game - That's the reason why i discuss this here, people.


    Wolff