13 CHANGES I'D MAKE TO DEAD BY DAYLIGHT (BUT DRAWN POORLY)



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1st one i imagine will not be well received, i could live without it with some other kind of basekit discouragement to tunneling

“what perk is *insert unknown icon*?”
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23 thoughts on “13 CHANGES I'D MAKE TO DEAD BY DAYLIGHT (BUT DRAWN POORLY)”

  1. an alternative to the first suggested change if MMR is also reworked, if a survivor is hooked twice in a row, it only counts as 1 hook state when determining endgame MMR gains, that way you can still DO it, but it is not rewarded with MMR. so if you hook and kill someone 3 times, MMR considers it one hook.

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  2. 1 Agreed.

    2. Agreed tho maybe give some time for the killer to get away first before applying the pause then whenever they come back within a certain range it pauses.

    3. Agreed. Apply the aura reading if you equip the actual perk.

    4. Buff solo Q first before seeing if it needs applying.

    5. Agreed

    6. Questionable. Killer should be able to play how ever they want in the endgame. If they want to camp or tunnel in endgame, let them. Some maps make it impossible to patrol gates efficiently .

    7. Absolutely agree.

    8. I hope a test run is done first.

    9. Revert the change I'm ok with. Also ok if they remove Max stacks from StbfL to accommodate with the change OR lose all stacks if the Obsession is no longer in the game. DO NOT make it so special attacks remove 2 stacks. 1 maybe but two seems like over kill

    10. Agreed. Buff boons to compensate

    11. Somewhat agreed. Might be to strong in or against SWFs.

    12. Agreed

    13. Agreed

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  3. Do I agree with any of these changes?… yeah a bit… but I think these come from the direct perspective of a solo q survivor. From a person that plays killer and in swfs a lot of these changes don’t acknowledge what those people feel and see in their games. This also doesn’t impact what we have at the strongest level. A blight main like me… is not going to care and these don’t affect me. They just hurt the other killers who need love. And the survivor changes seem much more biased(more towards solo q which I think is fine it needs some help) a base kit kindred is a good change, but the revealed status affect is not. Aura reading is meant to be a secret and it’s meant to be a tip in the scale of whoever is reading the aura. There are perks already in the game that counteract aura reading and they are extremely strong, just not meta because meta is about healing and slowdown(which I think is a core issue of the game that should be addressed). And once again a change like this only hurts lower tier killers and not our better ones. A plague or bubba isn’t going to care about a hook timer being paused. Plauge will infect things as she walks away. And bubba can hold the survivor hostage until they choose to let go or be held hostage for the game. It hurts killers like trapper and hag who are slow and have slow set up. Who might want to set up a trap by a window that leads to a strong loop because the survivors will abuse it if he doesn’t do so. A minute of invulnerability and infinite health also is extremely oppressive even if collision is removed. A survivor can easily just sit there and watch the killer for their teammate and make calls that would feel like facing old object again. This as a legion would be devastating. But as an artist I don’t care, they can’t interrupt my birds and unless the survivor leaves the loop, they go down.

    I hope my point comes across that these changes are going in the right direction, which is radical. They just aren’t the changes we need. I believe we need to address the speeds of things in the game(too fast too slow) and the vast power gap between killers and what that means. Most players know nurse for years has made aura reading perks have much shorter durations than they should as she can abuse them if they were any longer. I’m all ears from the ghost face is a perfect example. I’m always open to discuss opinions, and again you said you came up with them in 10 minutes so nothing held against you. Just think this video is the perfect opportunity to get a large scope of things.

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  4. I am a 50/50 player, tunneling isn't fun, anti tunnel changes will only go so far, I suggest alongside anti tunnel changes we incorporate positive reinforcement to make hooking several different survivors more viable. My idea: mark of the entity.

    The first time a survivor is hooked a icon appears on them, when all survivors have been hooked once, the mark of the entity is triggered. All survivors except for the fourth hooked survivor that triggered it. gain a status effect called mark of the entity, allowing the killer to instantly sacrifice a downed survivor who has the mark, triggering the same animation when the endgame collapse timer runs out (we really don't see it enough and it's the coolest animation) unhooking a survivor removes the mark from you, to discourage camping to get a free kill on the unhooker. And the mark of the entity is removed from all survivors when it is used to kill a survivor and cannot activate if a survivor is already dead.

    Now one may say it's cutting a whole hook state out and is overpowered, but consider the current meta playstyle, of focusing down 2 or maybe 3 survivors and taking them out as fast as possible, they don't ever hook all four intentionally. Usually leaving one last player untouched through the match, and by the time 2 are dead the match is really already over. So you are skipping up to 6 hook states. I think this change would be a interesting concept to start out with. To see if positive reinforcement would make the tryhard players play in a way that's fun by making it meta. Toxic players never change, but that's where anti tunnel changes come in, I don't have a specific opinion rn, I think the current basekit bt does it's job, I don't really consider it tunneling if you just end up getting found again soon after the unhook. And any longer lasting anti tunnel effect should immediately disable once another survivor is hooked.

    For anti camping I think it's easy enough to implement this idea in the games current state: if the killer is close to the hook gen speeds go up, with a gen speed boosting effect called spite or something. If the killer is close to the hook while a survivor is also in the radius gen speeds stay normal, if the killer is away from the hook gen speeds slow down until the unhook, maybe call the effect: curse of cowardice, to show the survivors aren't going for the save. This would make reassurance against facecamping really good as you extend the time you can get gen speed boost.

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  5. I really have a hard time getting behind some of these.

    I know these all were made in 10 minutes or so, so I understand why they're like this, but it shows that these were rushed and each of the suggested changes come out to be very shallow.

    I'll go over each one and try to explain my thoughts and my opinions on what could be done to improve them if anything at all.

    #1 – Anti-Tunnel Shield

    Surprisingly I see this as one of the least offensive suggestions, although a strange one and one I personally wouldn't like to see as it would be extremely janky and unintuitive.

    I play primarily solo Survivor and Killer and yeah, being tunneled sucks and I see Killers tunneling people when the situation doesn't call for it.

    I'd say this COULD be fine under certain conditions that I'd add onto this

    1: The timer of 60 seconds is reduced for 10 seconds per generator completed.

    2: Locker DS change is removed.

    3: Being healed will end the effect.

    Getting tunneled at 5 Gens is unfair; getting tunneled when there's 1 gen left is understandable.

    The Locker DS addition is pointless and only serves for toxic teams to play locker mindgames or torture Dredge.

    When pre-conspicuous DS was a thing I'd run into DS Squads who would all run the same skin and try to trick you into grabbing the wrong person from a locker.

    Being able to be injured but not downed is strange; if you got healed you're not being tunneled.

    To top that off, I'd say lunges and killer powers need to completely ignore that player and not actually hit them. If they can be hit, they can take protection hits against lunges or ranged killers.

    They could also mess with the already janky autoaim just by being nearby if it wasn't completely gone.

    #2 – Camp Pause

    This is again, something I don't feel too bad about.

    However; I think that in order for this to work the hook stage timer would need to be dropped.

    Drop it to 40-50 seconds, and if the killer's within around 15-20 meters and not chasing someone, it's paused.

    That way hook timers don't end up longer by default because you were walking near them to break a pallet or check a corner before leaving.

    #3 – Basekit Kindred

    I'm going to say this is a great change that I'll always want. The killer aspect of Kindred is also something I'm okay with discarding as it's the really powerful part of the perk when combined with Open Handed.

    #4 – Regression Nerfs

    I'm honestly adamant that this isn't even enough; Gen times should be the same each match. I think we're at a point in the game's lifespan where the idea of Gen Regression, Slowdown, and Speedup has caused way too many issues and needs to go.

    Perks like Overcharge, Eruption need complete overhauls and reworks to no longer be associated with Gen Stall.
    Toolboxes and Gen Speed Increase perks need to be also changed. I don't believe there's a place in this game for things like Brand New Part or Hyperfocus Stakeout with a Toolbox.

    The 50% Block is– really bad if it was done just like that.

    The only way I can think of this making sense is if once the Generator was at 50%, it could be kicked again to start regressing that first half, and we went ahead and buffed the base gen regression from 1/4 to 1/2 and the initial kick percentage by a bit.

    That would help if you were chased off a gen as a solo player and didn't have a team to hold it for you, while technically being a little nerf to SWF since they would've paused it anyways and the initial percentage was greater. But regardless this just feels like an unnecessary complication.

    #5 – Basekit Corrupt

    In theory, this has always been something people really wanted but I've never seen it as something people would truly want. There's a lot of killers and builds where you don't actually want to run Corrupt. When Corrupt is active Survivors will instead look around for totems, or killer objects and will be more difficult to track down as they won't be glued to generators.

    This would have to be combined with some other "Killer Warmup" things. Totems would have to be hidden until the "Corrupt" is over otherwise Hex builds would take an even heavier blow than they have just from people memorizing totem spawns and getting obsessive with Boons.

    Survivors always spawning together is fine. Spawning rules need to be adjusted a lot and honestly; I'd be perfectly fine with guaranteed spawn points for the killer and guaranteed 2-2 Split spawns on two of four possible spawning points for Survivors.

    #6 – Powering does not stop Second Chances

    I really don't think this makes sense. Survivors hold off on the gates until the very last second anyways and allowing second chance perks to be used when there's no points of interest other than the Survivors themselves in the trial left is just going to lead to an unfun killer experience.

    #7 – See Team Builds

    Yes. Nothing to say other than that, I'm tired of people pushing me out of the way for unhooks when I'm running BT, Guardian, We'll Make It, or Deliverance and they're running four boons.

    #8 – MMR Changes

    There's way more to a match than how many people Survive and how many hooks are done. All these specific changes would do would make Starstruck Nurses go down in MMR and players who are in "elo hell" also go down because the lower you are in skill the less your teammates will survive due to killer being extremely oppressive at the earliest ranks.

    #9 – STBFL/Hit Cooldown changes

    I hard disagree for this. You should not be getting hit twice in that quick of succession; if you are you're underperforming.

    On another note, no powerful killers are running STBFL, this is just a hit to weaker killers who need that kind of boost.

    I'd argue the actual big issue with the changes was the speed boost reduction. That's something that every killer; including Blight and Nurse got for free. Killers that don't use basic attacks didn't need the help getting downs– it was the ones that had to hit with basics to get by.

    Also, the synergies aren't on any particularly powerful killers; if none of them need to be nerfed why nerf the synergy?

    #10 – Basekit Shattered Hope

    Shattered Hope can defend against Boons but also punishes certain builds if you run it and forcing bad synergies isn't the best move.

    #11 – Revealed

    This is also something I disagree with.

    This feels like a biproduct of these changes being very much rapid fire ideas, this would be a change that weakens weak perks and makes weak builds more worthless.

    It's not a bad idea per say, but most of the problems Aura Reads have is based exclusively on certain killers being overtuned when stacked with Aura reads.

    This wouldn't save you from Nurse or Blight.

    It'd save you from Myers and Pig running niche addons to try and jumpscare you.

    #12 – Survivors Know when Noed Pops up

    Fair enough. Noed is still a perk that helps bad players secure quick kills, but I think Noed needs a perk rework entirely at this point.

    #13 – Prove Rework

    I mentioned my opinions on Hyperfocus and this extends to the suggestion for a Prove Thyself Rework.

    This would really end up stepping on Better Together's toes as almost a straight upgrade that still adds bonus progression and runs into the Hyperfocus problem of being busted with Toolboxes.

    Personally I feel as if Prove Thyself should get the effects of Leader, and Leader should instead show any Survivor within a close radius of you all the Auras that you can see. So you can show them your Bond or your fancy schmancy Map or your Alert signals like an actual leader would. That's just a personal dream of mine though– but yeah. Gen Speed changing with perks should go.

    I'm not going to say my ideas are "Peak Balance"– hardly so and there's obviously specific biases in my own statements– but hopefully they provide some extra perspective.

    There's a reason balance updates take so long and it's honestly because so many ideas are great on paper but fall short in practice or have unforeseen consequences.

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  6. I watched this video and honestly in my opinion i don;t like some suggested changes. Like i play survivor and killer and i know that sometimes there is just no other option to win the game besides tunneling someone out or camping to force stage 2. Basekit kindread, shattered hope would be a healthy change, that would help the team and nerf boons a bit and "revealed" status effect would THE problem that ppl had (and propably still have) with starstruck, awakened awerness, agitation nurses (aka they don;t know that killers sees them)

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  7. It is actually crazy how I can agree with like half of these entirely, and some other outliers make me feel like they'd break the game. I can't even reasonably explain why. Like obviously I am a killer main so things that like the prove nerf and basekit corrupt are an instant yes for me, but it's not like I necessarily hated every change that benefited survivors either. I think you're definitely on the right track when it comes to replacing perks that currently act as bandaids for certain issued by basekit features, which was a thing I picked up in multiple of your suggestions. Also I really like the MMR rework you suggested, I've always been convinced that hook states should be an indicator for a win rather than kills and that survivors should get rated as a team and not on an individual basis

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  8. Let's be real here. Even if all the handholding BHVR did with patch 6.1 (and also before) we still have bot killers still asking for more while they camp and tunnel every match. I have NOT lost a single game since that patch and that without hard tunneling or camping. It's way to Easy. But we have certain streamers pushing the idea that this is still mandatory to win games. With a huge following believing them.
    It's gonna be hard to get those good ideas you mentioned across because a huge and very load whiny group of bot killers will throw tantrums about it.
    I mean, look how they were crying about the basekit BT increase to 10 seconds (which is useless) while also claiming "just 10% basekit killer buffs are nothing"

    BHVR killed the Solo Q experience and even SWF isn't enjoyable if the killer plays unfun.
    Confusing text I know, I'm to tired to follow my own thoughts.

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  9. I got a good one; Make Dredge completely silent during Nightfall. They can't hear him moving, or hear when he enters or exits a Locker. (I don't care that I only want this because I main Dredge.)

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  10. People say that you need to tunnel at high MMR or else you're going to lose and yes this is true. However if tunneling wasn't possible and you did end up losing these games like a lot of high mmr killers would the devs would eventually make changes to balance these games at the top. Idk how they would do it though (I'd personally like to think they could make changes to killer powers to make counterplay more prediction based than reaction based) but this ultimately would be a good thing.

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