Just imagine being a "newish" player in a few months/years and having to go against people that have stockpiled HUNDREDS of the best add-ons, items and offerings. God I already miss the Chaos Shuffle / randomizer game mode. 😭
syringe got buffed actually when they slowed down self healing. you can combine syringe with septic: take a hit, run away, if killer drop you very fast - mend and get healed for free on top - because syringe is way more delayed now
What if map offerings would only give you 25% chance to send you to a chosen map? It would require survivors to sacrifice other offerings if they want to play on a certain map. Sacrificial ward would cancel up to 3 offerings, and if survivors bring 4 offerings the chance to get the chosen map remains the 25%.
I think another way to limit map offerings would be to limit the amount of daily uses. So either make it so you can only use 3 per day and if you're in a party, it takes away a "charge" from all the players so survivor friends can't abuse it. I also think they could make map offerings able to "avoid" certain maps so instead, killers and survivors can choose to avoid maps they really dislike. Example, an oni might use a strong map offering just so he doesn't go to an indoor map (in the current system) but, instead (new system) he can just use an offering to make it so he cannot go to meatplant for example.
Yeah, like I feel like if we directly compared launch DBD and current DBD, everyone would want current, but there's still so much that needs to be fixed
I'm aware you decided to abstain yourself from making these kinds of videos in the future, but I'm so glad you still drop them every now and then. I love dead by daylight, but don't have the time to play enough to notice these reworks and meta shifts on my own experience, so it's nice to still be informed about all of it thanks to you!
People DCing are at least giving a bot that will do gens. I think if we punish them instead of people that just die on hook its rewarding that style of play and people will just end up doing that more. I WISH half my team would leave me with a bot when I play solo survivor. But I feel ya man not a lot of good answers for these problems. Its why I switched over to killer.
But then when you switch to killer, you see everyone doing what you wished your teammates would do lol. my theory is experienced players get frustrated with bad teammates & competitive killers & group up in swf & bring the items as Otz mentions, mid-tier players have been phased out, & all you have left are casuals for solo teammates...and the cycle continues.
Exactly, the more DCing is punished the more speedrunning hook states is incentivized, which in and of itself is almost impossible to prove someone is doing and isn’t just bad. Honest to god, sometimes the bots are better than the average player anyway. 😅
I don't follow the logic. You need to punish DC'ing more, not less. Let those crybabies quit the game if they want. I want to play with people mature enough to actually play out a match.
8:05 I hope he brings up Scott’s idea, that map offerings should work in reverse, burning a haddonfield offering REMOVES the chance of being sent to a certain map. A swf can still coordinate and get a high chance of being sent to a map they link by burning four maps they hate, but solo players or killers can stop from being sent to the one map that is terrible for them
@@notOtzdarva @ you would burn a map offering of whichever map is the worst for your killer example being lerys offering for huntress, and just hope you don’t get RPD or midwitch, though both of those maps are better for you than lerys, as lots of bottlenecks, doorways and halls lead to better hatchets. If you’re survivor, you and a swf could burn midwitch, RPD and lerys together, basically guaranteed that you won’t be indoors unless killer runs a green ward.
@@notOtzdarva id bring the midwhich offering everytime. not cuz its awful to play on, but cuz having gates 30 feet apart, every single time, is such bad design its just not fun even when everything else in the match goes in ur favor.
One of the biggest flaws for me are "Blood party streamer" offerings. The green offerings pool is SO flooded that you dont get any of them anymore... i recently prestiged 7 DIFFERENT survivors in a row and i barely got 2 of them... Considering HOW game changer they are and how many green offerings are there (and they keep adding more of them as map offerings) they SHOULD make party streamers a brown offering again... or at least make a new tier just for these so they can appear more frecuently... I wrote a post on dbd forum about this and i got heavily ignored. Devs SHOULD know about this.
Majority of playerbase are experienced players who dont care about bloodpoints. This is a problem, because for newer players bloodpoints are an absolute necessity and if you aren't running SWF on survivor side not only is the game not fun, takes forever to learn because of all the changing variables and random shit that happens, but your grind is impacted severely as well because solo queue teammates are rarely stacking these offerings. So the grind is awful, and nobody will help you. But BHVR doesnt play their game, especially not solo q /shrug
Best is to farm the birthday cakes on the birthday event. You get easy hundreds if you play a while. Its like 20 party streamers or 200 birthday cakes that give more points then while you level up a while xD
I tried playing the regular mode since my friend to play 2v8 was gone and after a 10 minute queue getting sent to Erie with literal 4 syringes and all four people going out of their way to try everything to upset me just absolutely kills my desire to play this game at all
Yeah same, I see syringes or BT in a bottle at least every other game or 1 in 3 games and they are usually always paired with eyrie macmilan or autohaven offerings. It is so annoying. Only furthers my hate for good swfs that stack their advantages against you
Had a clown game where i got sent to mcmillan with 4 survs that would just pre-run whenever i showed one pixel of my body. Had to fiddle with my settings for 35 whole seconds because the game decided to make it windowed instead of borderless fullscreen and i had to change it, already 2 gens flew by in that time. Slugged 3 of them (they had 3 flashlights and i didn't have lightborn, why even bother picking up), see the injured Ada behind a rock, go to her and suddenly she's behind me picking up the other survivors. Back to pre-running everytime they see a pixel of my body. 4 of them at 1 gen remaining and a good 3gen for them, and not a single one even wanting to get into a chase to make the game any fun (i know i know, the survs don't have to make the game fun for the killer, but come on guys you won already). It was one of the only killer games where i had no fun whatsoever, and when the last gen popped i just gave up and went to break pallets and walls. They waited a whole minute hoping they could t-bag at the exit. Thankfully 99% of matches aren't like this.
It's good to know I wasn't the only one facing insane squads of good survivors lately. It was getting so bad that I was starting to think I was doing something wrong as a Killer.. It was really discouraging.
Well, that's the thing. The narrative is that you're never playing well enough as killer, and are always the one to shoulder the blame. "You lost/drew as killer? It MUST be because you played bad." But that's simply not true. Survivors picking an unfair map, bringing OP add-ons, or SWFing is gonna lead to you losing a match you should have won. Or rather, that's just how the game balance is: If you go against survivors of your own skill level, you lose by default.
@@magical571 Yeah, right. There are some pallets and other loops where you can have Bloodlust 3 + Coup + 3 speed perks, and you still don't get the survivor, because they can just react slide back. And yet people argue, "The killer can just down you no matter what." as they don't even take advantage of these loops.
It's a direct result of the ko slug meta. It's unfortunate for both sides. If the killer runs a slugging build and you're playing solo queue, it's gg the game is over. The only way to consistently counter is to be as coordinated as possible.
I like the idea of being able to mori the 3rd survivor too and having the Hatch open during the animation. A "one to tell the tale..." moment sounds pretty cool.
I think adding a "give up" prompt when being slugged in a 2v1 will prevent unnecessary dragging out of a losing match for survivors. Adepts should count hooks (9 or 10 maybe) instead of kills to lessen the slugging even if it is only a minor reason why killers slug.
this is exactly what i've been saying ! identity v has a similar feature where if everyone is slugged you can vote to surrender and if majority vote is casted the game is ended instantly.
This is a bit too trusting of the survivor on the ground. A lot of times I think survivors generally just wanna move on to the next game, but for some people if you did something to slightly annoy them they wouldn't use the give up option solely to screw you over.
I would never click that option, Imo if the killer wants to slug and draw the match out- we are drawing the match out, they don't get this 4th kill for free.
Thanks Otz for talking about the "last survivor mori" situation. I don't even have more fingers to count how many times I was slugged for the 4K these days 😭
The mori didn’t cause it the hatch did, killers will always prefer to 4K as it’s the most rewarding if they removed the hatch and just start endgame it would likely greatly reduce how often killers would slug the 3rd as the only rng from there is gate spawns. But it’s near impossible to stop it there will always be those that feel any less then 4K is a L. The devs made the win condition kills so competitive players will do anything to win bigly…
why do u ppl pretend like slugging for the 4k wasn’t a thing before the mori. killers have always done it. esp in the higher mmrs. even before the mori i was regularly get slugged so the killer can go look for the last survivor.
Killers always slugged for the 4k. You only notice it more since you know about the Mori stuff. The Mori didn't change anything about killer gameplay. I've been playing nothing but killer since the finisher Mori was added and I still forget it was added and I still hook survivors like normal since I already picked them up
The solution for DCing should be a karma system, people who frequently disconnect should get paired with each other and be low-priority in the queue. If they don't want to play the game then surely they won't mind longer queues right? That being said, frustration is the root cause of a lot of DCing, and the core problems that cause that frustration need to be addressed, for me, those would be map inbalance, map offerings, SoloQ communication, and killer strength inbalance.
that is actually a good one, i thought the same should be implemented for toxics people in rocket league lol. Also there there is frustration because things arent fair like getting tunnelled (for no reason) and frustration of being a troll and getting downed anyway which is the more common dc i believe. But I think things like this never get implemented because those ill intentioned people are a big portion of the playerbase and if you screw with them too much they will go to another game they can mock other players.
The actual best way to fix this is to remove the penalty. By design, not a single game should force you to play it, specially a multiplayer game where the killer can choose to bodyblock you into a corner if he wants it. “But people will massively DC then” people already do it, they don’t care about it at all, the penalty actually only punish the players that stayed in the match and have to think if it’s worth to DC
@@Insanity-vv9nn What about killers mass DCing at the slightest inconvenience? The entire match relies on the killer. If they feel slightly annoyed or cheated, then they'll just leave...and everyone would have wasted their time. Just because killers aren't mass DCing now doesn't mean they won't if they had no penalty
@@Insanity-vv9nn The only times you should DC in this style of multiplayer game is if there's an emergency, not because someone's making you upset. This isn't a drop-in drop-out multiplayer game, a player leaving severely disrupts the match for everyone else involved, a bot only just barely makes up for the lost player, and that's assuming they had the decency to DC instead of offing themselves on the hook(which is another thing that has to be punished conditionally or removed entirely)
@@pressheart64 Events are seasonal they are not there all the time, and they bring back some "dormant" players to compensate. Different modes would split the player base for the entirety of the game making it worse all the time for all modes.
the problem is the mindset of the community as a whole. To go alongside with scott jund's vid on the community becoming more competitive orientated, the community has had a comp mindset for years. Killers tunnel like 75% of the games because it is META (the most effective tactic available) for killers. Survivors always bring the best perks and items because it is the most effective tactic available for them. Both sides complain and get mad at each other for using or playing in a way that is not fun to the other even though both sides are sweating hard to win. It's like getting mad at someone for op crutching or odin crutching in val, mad at an ash in siege, mad a Brigette in Overwatch, or even getting mad at someone for using magic in elden ring. IMO the best part of dbd is the chase and randomness you get with it but when everyone has one goal in mind (to win) you weed out some of the chase and randomness since everyone is using the same thing and killers don't want to chase since gen pressure is an easier, more effective tactic especially if you cannot immediately down a survivor
that's what I've been saying for literal years, all the community outreach and dev balancing is with the mindset that DBD is a comp game now, like I miss everyone going shirtless David and fucking around, and killers memeing and spinning in circles and shit. now it's just lobby's full of people who think they are Esports players
well I want to win but I won't bring the best add-on every single game, I have had encounter some great players that loop me for 5 gens but then either let me kill them at the end, or leave their item. People wanted to win, that's normal, but how to push them to be nicer to each others, that's what dev should think about
i think the game should be competitively balanced but they are doing neither, in its current state its competitive asf in terms of atmosphere AND there is zero balance so its the worst of both worlds, id prefer a well balanced competitive state for the game
@@isaansari9838 This. exactly. they just simply cannot escape the fact that almost any pvp game that isn't brand new, develops a meta and people get more competitive over time. it's a losing match to pretend that we can go back to the "good old days", you would have to erase people's memories on how to play. But what they can do, i assume this and balance around it instead of pretending it can still totally be a casual and mario party (which it really only can on modes like chaos shuffle)
@@bittenbone2382 Its just the reality of any multiplayer game now, not just DBD, theres literally no way to avoid it unless you streamline the coding in the game in such a precise way its impossible OR by simply not having multiplayer with randoms
One thing I really, really dislike in the current DBD ecosphere is the bloodweb in general - There are hundreds and hundreds of perks in the game, and I can't stand to even think about clicking more nodes. They made it faster, it costs less points, but I really wish this part of DBD could be reworked into something more interesting. I have ~500 hours in this game - nowhere near enough to have all perks unlocked at level 3 for all characters, and leveling up new survivors or killers to unlock their perks for the rest of the cast is an absolute misery. It has some degree of luck involved, it's still slow as heck (even with the recent changes), it costs a LOT of Bloodpoints for each new character, and overall, it makes me want to stick to one survivor with the same builds over and over again. In my opinion, it would be best if this game received a completely new progression system. Again - with 500 hours, I'm already tired and sometimes even confused - Can't imagine how tedious it must feel for players starting in 2024. Great video Otz. Love your content.
4:55 "When you play against teammates... uh, sorry, when you play against opponents..." Don't tell me he isn't right, and don't tell me this wasn't on purpose :)
My huntress inventory looks something like this: around 500 iri, 1000 purple, 2000 yellow and 5000 brown add-ons; around 2300 anniversary cakes; 200+ mapp offerings of each realm and 2 green hands. I am running out of hope for humanity... 😢
@@LynchbladetheGrenade Bro same lol, I have so many iri’s on my trapper who I am main but I never use them because it feels like a waste, even though if I don’t use them I’m getting no use out of them.
@@dr.catinstein4296 must be fun being in your head with nothing but monkeys clapping cymbals, because jokes just fly over your head like its not even funny!
I am shocked that there isn't a "bleed out faster" option for being slugged. My idea is that when you have been slugged for a certain amount of time (let's say 1 minute), you get a prompt to increase your bleeding. The remaining 3 minutes of bleed out would be increased to, let's say 15 seconds, which would allow the last survivor (in a "slug for 4K) to get the hatch spawn faster, and increase their chances of getting it. This mechanic would also allow the killer to see your additional pools of blood, so they would have to pick you up and hook you, or know that you will be bleeding out soon, forcing them into the endgame hatch scenario faster, which limits their searching for the 4th survivor. I don't think it should be an instant bleed out, or available the second you get slugged, but there should be some option, which would also end the games where killers slug everyone and force 4 minute bleed outs because they are carrying anger from a previous match of theirs.
the issue is that this doesnt solve slugging, and actually encourages killers even more to slug because they know survivors will most likely give up and they will get kills faster
@@handsomehead1381 I get that to some degree, but giving up on hook happens now, and you can lose a teammate within 1 minute of a match. To remove this, BHVR would have to remove the 4% mechanic. This idea forces people to stay in the game for at least 1 full minute of being slugged, and typically teammates will pick someone up if they are left slugged, which is a better option than going next, so in a way this would give more benefit than a "go next first hook" mentality.
@@handsomehead1381 maybe some kind of basekit unbreakable then? If you being slugged for more than 30/40 seconds then you can get up yourself. Then a killer can still leave you on the ground for a bit to defend a gen or get a free hit of someone trying to blind or something but then has to hook you or else you just get up while everyone else is doing gens.
Why not just make it like hook stages as an optional, you press a button a lose a percentage of blood and get get yourself up when on the ground long enough or if certain conditions are met?
@@handsomehead1381 If you use scott's idea where there is some benefit to it as well then maybe not. The problem of slugging being too good is already a game design problem because hooking is so inefficient by comparison; you can't really make it much worse. Winning by slugging isn't satisfying; you get less bloodpoints, lack in mmr, and the games can end very abruptly. People do it because they are mad or want to win against an overhwleming force. Ultimately, if all four of us are on the ground and we can't get up I'd rather the game just end one way or another. Basekit unbreakable would destroy the game without massive changes to the killer side as was seen in the ptb that tried it.
Maybe they could add some kind of map request cap, let's say that the cap of getting a specific map is at 50%, you can't have more than 50% chances of getting a chosen map. With no map offerings you have 100% of chances of getting a random map. If there's 1 offering it's 50% for that map + 50% random. With 2 offerings it's 50% random + 25% for a map + 25% for another map. 3 offerings lowers to 16,6%. 4 make 12,5% each and 5 would be 10%. That way you would end up on a specific map way less while still having a chance to choose your map. But if they did that they would have to rework the map cancel offering. If you use it you reduces the chances of getting a chosen map to 25% (so 75% for a random map). If you still get the chosen map you increase by 25% the BP of everybody except the player(s) that used a map offering. If there's no map offering and you still use this cancel map offering, everyone gets 10% BP. I hope it was clear, and don't pay much attention to the numbers, it can be balanced after
Otz, I love your videos and I love listening to your thoughts. The whole community appreciates you! On that note, I use syringes as a solo queue player when teammates aren’t healing me. It sucks that SWF abuses these things, where it’s sometimes necessary in solo queue
At this point the game has become so unbearable that my wife and i quit playing. it just isn't fun anymore. I have more fun watching Otz and others play. I'd rather play other games that are much more fun, without long waits or annoying playerbases.
Banning map offerings above a certain rank will just make map achievements impossible for certain players while punishing people for playing more. It will also incentivize throwing.
Besides, imagine that you are a somewhat skilled player but you are a loser like a good portion of this game seems to be right now and you want to go to YOUR map to bully some poor killer, what prevents you to have a smurf on steam family sharing ? That way players that are generally toxic and quit if the game doesnt go their way will get paired to new/unskilled killers and fucking destroy their games until leveling their rank up and repeating the cycle.
Hey Otz, during the 2v8 gamemode I think it‘s really become obvious how big the general balancing problem in dbd is and the actual flaw of the balancing itself - it is made around the casual player instead of the high end of the playerbase. we all know how frustrating it feels to just be in a game and can‘t do nothing against full meta builds which get abused by the swf squad who doesn‘t play for fun, but for making the opponents life totally miserable. I‘ve actually thought of some way to try and balance out the swf problem in some way. Maybe you could introduce some sort of categorie systems for perks, e.g. „gen progression“, „chase“, „medic“ etc. just like in 2v8. therefore every player can only pick one perk per category to benefit the team in a way. same thing goes for killers aswell. this way the dynamic of the whole game would change and meta builds get mixed up, since you can‘t run the full meta anti tunnel or gen regression build anymore. that or maybe include a max number of certain perks per game, just like the classes in 2v8 - let‘s say every perk can only be used once or twice per team, which means coordinated swf need to think about the role of each player before the match - exactly as in some rules of the competitive scene. I know this sounds horrible at first, but it would create a more rounded experience and mix up the current boring playstyle of dbd and balance out the top end aswell as protect beginners from facing impossible challenges.
about the map offerings I think a simple psudo-fix is making it so if you bring a map offering you get 20 - 50% less blood points and don't benefit from any BP offerings that the other players brought. Or making it so you need 2 map offerings to 100% get the map and having one just slightly increases the map chance (unless you're killer).
As a relativelly new player I honestly hate playing killer with even mid mmr and can't bear playing surv unless in event, the ammount of toxic salty sweat is suffocating.
I'm the same as you I'm very new to the game and playing killer is really extremely fun to me I don't rly like playing survivor even if I do with friends I don't otherwise and I believe im mid/low MMR and it's like 8-9 game out of 10 have at least three medkit with syringe or a toolbox and the iri to do gen(no idea of it's name)man it feel atrocious I don't really have fun on this game tbh
The best way to handle sweats is to not care that you lost to them. Just kill 1 or 2 of them and go next. You'll get way more 3ks and 4ks than 1ks and 2ks, so who cares if you lose to SWFs every now and then. Also, when you beat a SWF, it does feel really nice, so go for the win, just... don't care too much about losing to them. Look at it as an opportunity to grow, and to learn. If they talk smack at the end game chat, let them talk to themselves. People love having conversations with themselves for some weird reason.
I play as a killer in Dead by Daylight, I'm a casual player, I play with most of the killers I've unlocked while I struggle to unlock the others because I don't spend money, I wait 15 minutes in a queue of a normal game mode to fall with survivors who have 2000/3000+ hours and I barely reached my 200 hours, I stopped playing the game definitely because it's not fun anymore, DBD stopped being a chase/horror game and became a game of which of the two sides can make the other side's experience the worst possible, doing tbag, using toxic builds and offers to ruin the experience of new or casual players. Nowadays I literally open the game, see my killers and I already know that I'm going to stay 20 minutes in a queue and another 15 in a long and stressful match with survivors giving up in the first 2 minutes and me going back to the 20 minute queue or super tryhard survivors who will give me 4 gen before my first down, I don't even feel like playing anymore, I prefer to close the game and kill this momentary desire to play DBD by watching Otz.
so ture ☹ I'm a beginner and it's no fun trying to play killer. Extreme strong survivors who mock you or hours of wasted time waiting for a match where they dc.
If you can't handle a tbag, you probably shouldn't be playing comp games at all. There's such a thing as just NOT being overly sensitive about something so silly. The amount of people I see complaining about a survivor bouncing up and down in place and acting like it ruined their entire week is bordering on ridiculous at this point. It's one of THREE interactions survivors have with killers and can mean anything from "chase me", to "over here", to "hello good sir or madam" depending on the context. You all act like EVERY. SINGLE. TBAG is a deliberate "KYS AND F' UR MOM!!!", and that just isn't the case. I see them on killer and I just laugh it off and move on. Trust me, it's not that hard to NOT be offended by something as goofy as a Dwight bouncing up and down in place. They're not even tbagging ON you, for goodness sake. Grow up -_-
I’ve watched Otz for a while now and finally decided to give dbd a go, the 2v8 mode has been absolutely awesome for me especially to learn how to do skill checks and looping. I will admit that in my blood web on my prestige 5 Meg, I have always taken syringes and brand new parts and map offerings, because I felt I’d need them as a crutch as a newer player. I haven’t dived into the regular mode yet, but I’d really appreciate it if you could make a guide on a “fun” way to play survivor that still supports newer players. I do know this is a big ask as you are a killer main, I don’t need some op builld just something that can help and makes it so killers and my team all have a good match
My website otzdarva.com has some tips (that I'll keep updated) on simple builds for beginners / best characters to unlock early! - I hope the game treats you well my friend, I'll try to keep making videos for people like you!
my biggest recommendation to a new player would be to focus on enjoying the interactions with the other players in the match rather than "victory at all costs" it'll help the mental significantly
I generally recommend taking perks in combo of 2s for builds. 2 generator perks, 2 chasing perks. 2 team oriented perks, two silly perks. Keeps the game refreshing and fun.
The medkit addon changes are really spicy! My idea for map offerings would be to have them draw from larger pools. Garden of Joy stopped getting offered every match once they added Greenville to its realm, so they could expand on that. Try to pool maps that are more strongly polarized towards either team together, like, would you as a player who wanted an easy game bring an offering that had equal odds of sending you to a Badham map as a Haddonfield one? The only downside is license holders probably wouldn't love that. One could also repurpose those old moonlight offering graphics for indoor map/outdoor map offerings, maybe make those the green ones and the specific map ones be ultra rare.
An interesting way I think maps could work is that depending on the characters chosen in the match, there’s a slightly higher chance that their paired map is chosen. So say you have both Gabriel and the Artist, there’s say… a 10% higher chance Eyrie of Crows is chosen. Have the chances capped too so there’s no survivor character stacking.
Your point is 100% true. I once was a killer main, but as time progressed, playing killer got more and more frustrating, which is why I quit the game for almost 1.5 years. When I came back, I started playing survivor without using any items - except if I find them in game - and only using bp offerings and had way more fun than ever. Gameplay has way more diversity than alway bringing items or map offerings,. Yes, I dont like some maps and it is sometimes frustrating if the killer brings OP add ons, but I encourage you all to try this, it is way more fun than using items and offerings all the time :)
I've honestly had the opposite happen. Around 2019 i got super bored of survivor as the meta was in a really stale amd awful place(still is) and i quit the game until early this year. Now when i won't play survivor unless I'm in a 3-4 man goofing off with no perks or funny builds while i only take the game seriously when playing huntress because i have fun going for snipes and orbitals. Edit: To be completely fair though, killer is so much easier than it was when i had last played. Especially when I'm playing what is imo an S tier killer.
I've had the same experience with strong items/builds. And then survivors teabag at the exitgate (even though I mostly play lower tier killers) and spam easy as if it wasn't rigged to begin with. This has me wanting to either stop killer or just play on scrims where everything is balanced
They have to really start balancing killers, its so easy to make killers that have no looping ability a little bit faster, or charge bloodlust faster or something, but they refuse to. Also perks should be balanced around killers, you make every perk a "strong" perk, then turning down when a combination with certains perks killers makes them op and thats it. You can make that in a freaking excel table is not rocket science.But they don't do it.
A good way to balance this is to not allow survivors to change our loadouts after entering the queue and to make it so we can only have at maximum 1 of any perk whom are partied together. Solo queue survivors won't be affected by the multiple perk limitations, but will still have to stick to the loadout we chose before queuing. I would also make it so partied survivors can't bring the same items either. Like, 1 medkit, 1 toolbox, 1 flashlight, and 1 map or key or firecracker is the best a full SWF can do.
*About slugging, match ending, blindness, and hatch:* I will restate a previous idea I commented on another video about "Truesight" activating after a period of time/the first X% of bleedout on the ground so Blindness addons and perks still get value but *eventually* get bypassed by showing auras anyway while still keeping the Blindness effect active for the sake of relevant perks/powers/etc., maybe make hook-related Blindness only work for Stage 1, too. But now about the *slugging-mori issue:* if the exit gates aren't powered, 2 survivors are dead, and the 3rd survivor is downed, give the option to Mori. The moment the mori animation starts the hatch IMMEDIATELY appears as the 4th survivor hears a global sound effect, though they still need to find it (but hatch aura revealing perks items can begin to work). Once the Mori finishes and the killer regains control, the hatch then fully opens and starts making noise. If the last survivors escapes, the score/BP reward for the Mori is increased to compensate as the Entity enjoys the horror of the last survivor having seen/heard their last companion's violent murder.
BHVR to discourage slugging could take what they just did with the 2v8 mode make some tweaks and add it into regular matches. Reasoning: The 2V8 mode has a Anti-slug mechanic that comes into play when you are left slugged on the ground and you reach the 95% Recover cap, the game gives you the option, if say your pallet restore or reset ability for the scout class is ready to be used, and you get slugged by a wraith that decides to camp you while invisible waiting for other players to come to save you (That happened to me as survivor). You can then use your ability button to pick yourself up off the ground, at the cost of putting your activate-able ability on cool-down. My concept is that if a survivor in regular matches is left slugged on the ground if they reach the 95% recover cap (same as the 2V8 mode) The Survivor can revive themselves and gain a 5 second endurance effect. BUT, in-exchange for picking yourself back up, One Random Perk in your load-out is DISABLED for 60 seconds and you suffer from exhausted for the same amount of time, If You have no perks in you load-out, you just suffer from a repair speed penalty for 60 seconds. Unbreakable could be changed to fit with this change by making it so the self-revive effect triggers at 90/85/80% recovery progress instead of 95%. Healing speed while on the ground is increased by 10%, and successfully picking yourself off the ground for the first time will not disable any perks or leave you with debuffs. After picking yourself up, Unbreakable deactivates for the rest of the trail. for No Mither... it should just allow you to pick yourself up from dying state with no debuffs or perk deactivating while you have it equipped, while granting an additional 3 seconds of endurance. This is not at all Perfect and could have some major flaws.
Maybe getting up could be basekit and it gives you a twenty seconds of endurance but it also gives you incapacitated which stops you from doing gens and healing and stuff for sixty seconds after standing up instead. That way the killer still gets time out of it but the survivor doesn't just get tunneled out after waiting five seconds. Slugging is so much stronger in solo queue, they should address it in some way.
Honestly, would be easier to just have it on a timer. If you are down for say a minute, then you can pick yourself up (maybe at the cost of a hook state?). Or maybe do something with terror radius as well? Like the downed and bleed out counter starts when out of killers terror radius, but when in killers terror radius both are paused. So killer wouldn't be able to just stand there, waiting for you to bleed out.
Absolutely no to basekit unbreakable. It's ok in chaotic crazy modes like 2v8, but in regular DBD absolutely not. it would be abused so much by SWFs and just make things even worse. Tactics where you slug whole team are BS, but slugging occasionally is perfectly decent tactics with a risk and reward to it, it's also a mechanic that some killers are outright designed around. I would be up for some kind of base kit unbreakable when the entire team is slugged and there's like 3+ players left. That would discourage full team slug tactics. Or maybe even at 2 players slugged if they are just kept on the ground for an extend period of time without any of them being picked up prevent bleed out tactics some petty killer mains go for.
@@ToveriJuri I think basekit unbreakable could be okay if they're left on the ground for an extended amount of time. Kind of like how the hook camping meter is now. I agree that it should be a decently long amount of time though.
2:10 Oh, *that's * why every other game I played as killer I had survivors playing McMillan or Auto Haven offerings. Then the rest of the time was either Badham or no offering.
Nah, i still tear them apart anyways. Tbf, it is not friendly for casual palyers frfr. The key is they squat or click their flashlight when the killer is casual or can't catch one fast. I have been through those days😂
@@mitchsz I wish they just made the maps actually fun to play on, why are players getting penalized for devs making maps that make killers want to die playing on
Or maybe that's NOT actually the case... MacMillan and AutoHaven have ALWAYS been among the most popular map offerings to bring for both killers and survivors alike. I guarantee you most people who bring those maps bring them because they're well designed maps overall.
@@bittenbone2382 There's literally like 2 maps in the game which most killers have a hard time on. If you're struggling on the average dbd map as killer, it's a skill issue.
My map offering suggestion - All current map offerings become "wards" that PREVENT you doing to that map, and add two new map offering "chlastophobic and agroophobic" that prevent you going to an indoor or outdoor map respectivly.
@lifeisstrangelover-t8l limited line of sight, killers with mobility powers lose their powers, and ranged killers are hugely hindered. And if Lerys is chosen, there are 900 pallets and windows back to back
The annoying part of progression to me is characters and cosmetics. If I want to wear a certain character that has a certain cosmetic, I won't have the perks I want on that character or the items + addons I want. It really forces you to stick to one survivor because of the progression system being ridiculously slow.
The lore reason for 3 kills and one escape could be the "final girl" trope. Many horror movies have one person survive the events while everyone else falls victim to the monster.
Hi Otz, what are your thoughts on a rework to the ranking system to punish people who give up and disconnect? I think adding some metric that deranks players (minus pips) could help punish people who leave early. I can obviously see that this could be abused to “smurf”, but I think this rework along with a heavier disconnect penalty could help reduce the issues.
the map offerings really should be mixed, like one map offering could bring you to the Crows map or Léry's or MacMillan and other map offering could bring you to 3 other different maps, and starts to be a gambling situation, be sent to the map you want, or getting picked by rng and be sent to the other 2 options, I think this could be nice
how about just nerfing their effectiveness 50% chance for a killer map offering 12.5% chance for a survivor map offering considering how map offerings are about as rare for both sides, i really dont understand why they're equal strength between survivor and killer
@@xvoidxhunter2129 sure, but the numbers i just gave make it a 50/50 of getting the map you used an offering for at most my point about survivor map offerings meanwhile is that you should have to cooperate offerings to reach the same effectiveness as the killer midwich+3 hook distance offerings with a flipflop build and exponential for example is an absolutely awful experience for killer
@@xvoidxhunter2129 its a 1v4 game, a basekit favoritism is the only way to get something with the exact same requirement and usage balanced. look at the fog, hook distance and chest offerings for example, the survivor ones are half as effective as the killer ones, which would still be unbalanced because that makes for 2 survivor who can still use their offering. favoritism isnt a working excuse when the teamsizes are unbalanced to begin with.
As a Solo Q survivor who has been playing for quiet some time I never usually bring items but recently I have started bringing a med-kit with extra charges and the green skill check add-on because I dont want to have to rely on my teammates for healing. I hate using meta builds and items but even at Mid-tier mmr I am just running into killers who constantly have the most powerful builds as possible with the most powerful add-ons. Which they can do but at this point it is so common that it has started to incentivize me to start running the meta builds just to have a chance to live for more than 2 minutes.
but he isn't talking about the general dbd experience. he is talking about the shitty state of the game while events in general are out so close to each and in this case 2v8 in particular making a huge negative impact on 1v4 (by leaving a small pool of only sweaties if you even dare play killer and not want to wait 30 mins in the 2v8 queue)
I don't know if you'll ever see that but my two cents for the map selection is: we could do something like Rainbow Six: Siege does. I remember you tried the game a bit when Tubarao came out, and their map selection goes like this: 5 maps are selected at random from the entire map pool and each team can ban one out of the five; then the game picks one of the remaining maps at random, and you play that map. I think Map Offerings in this system could have the effect that the map you offered for is certain to appear in that five (usually random) map pool; but repeat offerings don't do anything. This way if everyone in the lobby uses a different map offering, it adds up nicely to 5 maps to ban from, but if the 5 people in the lobby use the same offering, there would still be four random maps on top of the one everyone wanted, and you're never certain to play a map, which is a good way to be sure you don't always end up in the same map. There doesn't even have to have a ban phase too, and you could have any variation of the numbers. You could have 2 random maps to which you add all the unique maps offered for and have the game pick from them at random, or anything like that. As for add-ons/items, I never was a fan of the consumable grind aspect of the game, so I might be biased but I think it could be fun to have a random rarity picked during lobby where you don't pre-select items or killer add-ons, and you get a little pop-up "This lobby is green," or "purple" or any rarity and either side has to make do with that rarity. Granted items and add-ons would have to be rebalanced a bit so a killer doesn't have better options at lower rarities, but I don't know, it would be a way to make sure both sides bring about the same power level without affecting queue times or game modes or anything like that. Hope you found something interesting in all that! Really love your content, you're so entertaining and fascinating to watch that you're single-handedly keeping me invested in the game! Thank you for all your hard work!
Some killers have awful purples and weird iris though. "Purple (and below)" is a bit nicer. But the biggest issue would be players leaving the lobby because it's not the tier they want, meaning more time between matches.
@@the1necromancer not even. remember that there are a lot of yellow and brown "troll" ad-ons which remove the killer's power in exchange for bloodpoints if they do some silly interaction. ad ons across all levels get weird.
There used to be map offerings used to only have a *slight* chance of having the map picked. they could make it so it only increases it slightly (for example if all maps have a 5% chance, it’ll increase it to 7%). it can be stackable so if you have a swf you can stack them, but there’s still a chance for another map to get pick or the killer can bring a map offering that also slightly increases.
I think it's crazy that there's no surrender mechanic in the game. Especially for killers, who don't ruin other people's "win condition" by leaving. It's a one man team, no reason why they couldn't ff.
The bloodpoint and iridescent shard earn rate is ridiculous. It needs to be buffed. I get wanting to incentivize playing, but with how many survivors and killers there are in the game, and how much of a chore it is to get one character to level 100, things need to change.
Seriously, that and the fact so many good perks are locked behind real world money. There should be an expansion to the shrine of secrets to include ALL perks.
otz if you wanna consider increasing DC penalties you also have to remember about people who are just getting kicked out cuz of bad internet not intentionally (game treats both intentional DC and network one same)
if you're playing with poor internet and being a burden on the matches, there is nothing the game or developers can do to make that better. if you can't play, you can't play. but if it's a one-off thing, the penalty is only 30 seconds, then 5 minutes etc... it only gets long if you're continuously having the problem, or compounding the problem with leaving on your own. poor internet is not an excuse to remove penalties.
@@analysissel honestly, having a bot instead of a demoralized teammates is always better, so i don't even care if they dc, the both almost always performs better or equal than the teammate that dc'ed and would have, at best proceeded to be the killer's shadow (and if the killer wants to teach them a lesson or something, they'll leave them on the ground without hoking).
You should remove DC penalty altogether, not INCREASE it... If you increase it people will happily just go next on hook instead, i promise you. They added bots now, there's no good argument to still have dc penalties if you want to incentivize disconnecting and giving your team a bot over people going next on hook.
@Lars-Liam-Vilhelm I don't think they should remove it all together, maybe just change it like u get 50% less bloodpoints for next few matches orrr getting into lobbys with people that also dc a lot to have idea how it is to have teammate like that
@@Niezgodnyx I would agree with you IF, and that's a big IF, BHVR would separate between Ranked and Casual Dead by Daylight. Games that have dc penalties, usually only have them in competitive gamemodes. If you made it so there's a casual queue and a ranked queue, i would understand adding penalties to the ranked queue. However as it stands, there is no such distinction, hence having penalties for disconnecting rather than ggoing next on hook is nonsensical.
Well said, I share your concerns. I like the idea of limiting map offerings for both sides, but I’m unsure if linking it to grades is the right move, given how pointless grades currently are. Maybe tying it to MMR could work, though I’m not sure if that would be a better solution. Either way, something definitely needs to be done. The same goes for instant heals and the Styptic Agent-getting a free health state or a health state combined with a Sprint Burst is simply too much. Survivors already have countless second chances stacked on top of each other, and it’s ridiculous. On the topic of slugging, I’d also like to see changes addressing tunneling. I think the core issue is the game’s focus on kills and escapes, which is damaging its long-term health. As time goes on, this focus will only make things worse. The game should emphasize chases and fresh hooks, with kills and escapes feeling like something special. For example, if a survivor runs the killer all game but dies at the end, they’ve technically lost under the current system. That’s completely unfair. Why not reward survivors with a win in terms of points or MMR (and maybe more?) if they protected their team and kept the killer busy? Similarly, why should a killer be penalized as a 'loss' for multiple hooks but no kills? This system doesn’t make sense and fosters toxicity. Slugging for the 4K, tunneling one or two survivors out early, or survivors relying on the same maps, items, addons, and perks just to compete-it’s all unfun and needs a serious rework. I don’t want to see this game die because it has so much potential and i really like it. I believe this kind of change could also reduce disconnects. If players are quitting, it’s often because something feels unfun or outright unfair. While you can’t fix this entirely-because fairness is subjective-taking steps to address these core issues would be a move in the right direction. From a lore perspective, this also aligns with the game’s theme. The Entity thrives on extreme emotions like fear and tension, which are best cultivated through chases and hooks. Adding more band-aid solutions like perks won’t address the root problems. The game needs a shift in design philosophy to truly thrive.
Hiya Otz! Long time DBD player here. I completely agree with your assessment of the game and suggestions for the future. I've been a Huntress main since about a month after her release, and I too remember the lowest points of the game as a killer main. *cough cough* insta-blind *cough cough* However, as I got to thinking, I found something a bit different than you on the last point. I'm experiencing that my games are shorter especially without using gen regression. Yes, this is partially my fault for bringing info builds and other fun gimmicks, but that should make the game more fun. I feel as though side objectives need to be incentivized more for survivors. To help keep balance, I also feel a nerf of some sort would be necessary to the power creep of gen regression and blocking. For instance, maybe cleansing a dull totem gives you a health over time effect where you're fully healed in 60 seconds or so. Right now, we have perks in the game that do increase this efficiency, but I feel like cleansing a totem offers a kind of offset to that efficiency while providing enough benefit to be useful. I would also incentivize more of the totem-cleansing perks to be a bit better and more useful. As for keys, I think they should provide a bond-like effect that increases range with rarity. As you've mentioned before, green keys are pretty useless, so I would probably start with an aura-reading range for your teammates at 24m. Given some experimentation, you could maybe even add the effect to all survivors within said radius if it doesn't prove problematic. I have a few more drawn-out ideas, but this comment is already long. Eventually, I might write an essay or something and share it with any interested parties.
It's really frustrating to be "new" player that has limited addons and items (some killers have limited variety of good addons for example) while your opponents often have something stronger in their pocket. Also, map offerings... I love variety of maps, but survivors (don't matter if they are randoms squadmate or opponents) bringing map offering so often, that I ended up playing mostly two-three same maps... Like common :(
A big thing that you didn't mention is how awful it is for the survivor side as well. Look I'm gonna be honest here I use syringes and map offering almost every game when I play solo q because I literally face the same super strong killers every game. Chucky nurse Blight wesker etc. With the best add ons and 4 slow down perks. Me and my solo q teammates don't stand a chance unless we bring the most broken stuff as well and I think that this is where the vicious cycle begins. Solo q is so unbelievably unfun at the moment that I genuinely stopped playing dbd and I have over 3300 hours in the game. They need to tone down the strongest stuff on both sides a bit. This game was never supposed to be competitive yet everyone seems to be treating like it.
I haven't seen any of those killers in over a month. Stop with that. You ain't seeing them every game. Even if you were, you deserve to. If you're going to bring those things to the game, you deserve a sweaty opponent. You wanna sweat with your syringes and offerings every game, then you can take the sweat just as well. Works both ways. You're out here sweating with those stupid things every game, how can you have the audacity to even be remotely annoyed by what you're facing? Most people fucking hate what you run, what about them?
@@WutTheDeuceGaming "That doesn't happen and if it did, you deserved it." Tone down the salt, bro. It makes you sound like an abuser. It's not that horrible of a suggestion.
@@WutTheDeuceGaming nah dude, u just lose every game........I see nurse chucky and blight billys every game, sometimes when I am lucky I get a slugging singularity on solo q yaaay.....
remember => sweaty nurses mains aren't born, they're made , and guess by who ? I'm a 100 hrs player that keep getting matched against 1k hours players that tea bagg, run me in circle, abuse flashlight save ... and even after loosing 5 TIMES in a fcking row I'm still geting match'd against the same players, with the non stop tea bagging "git gud noob" at the end => now that I play nurse at least I can have 3 hook before the gates are powered now tell me again how the "killer side started it all" -_- (and before you ask, I've never used nurses or blight or noed or anything like that ONCE before "turning to the dark side" )
You left out the best proposal for fixing map offerings of all: make them eliminate that map (rather than selecting it) from the potential pool, and then still pick randomly from the remaining maps. This is the best proposal because it immediately turns map offerings into a real-time, player-controlled balancing tool. As you said, BHVR has not yet achieved perfect map balancing, so for the time being there are outlier maps on both sides. This map offering rework proposal allows the community to directly address that and create a more balanced environment while *also* staying true to the basic theme/identity of the offerings and being worth using. "Oh no, BHVR just made a terrible decision/mistake on this map that makes it horribly unfair!" In both the current system and the proposed one, you will see map offerings for that map every game. But with the proposed one, those offerings would be doing something *positive* by preventing that map from being abused, rather than something negative by specifically enabling that map to be abused. It's a direct switch from "tool for toxicity" to "tool for balance," but still operating on the same mechanic.
Kinda sorta idk if you saw but he did reply to a comment about this particular system already, it would work the way you describe and as a temporary thing maybe they’ll try this one day but the map elimination also has some downsides and abuses like, completely avoiding indoor maps, which on average survivors do worse in Becuase they are typically harder to navigate than outdoor maps where you have your full bearing. Not disagreeing with you about a change needing to be made though.
I’m a pretty new player, just broke 300 hours last week. Overall my experience with dbd has been mostly positive but my biggest complaint is my lack of access to perks. Especially the first 200 hours it felt so ass getting tunneled or slugged with having little to no counter play available to me. I do appreciate the amount of perks that there are in the game to outplay different playstyles but the grind to get those strong perks can be miserable if you are consistently getting slugged without UB or being tunneled without access to OTR or Decisive. I definitely wouldn’t complain if the grind was made a little easier moving forward
NGL, at this point I'm starting to think eyrie is so popular because you can actually kind of see something on it, unlike the other grey hellscapes DBD calls maps
Slugging: when ALL survivors are on the ground, ONE of them can pick themselves up. Doesn't affect regular slugging, but when the killer slugs everyone, or slugs for the 4K, it becomes a game of whack-a-mole and too much of a hassle for the killer to secure a 4K unless both survivors are near each other.
not a bad idea. i feel like "slugging" is a part of the game, what are you gonna do walking back as twins, or dropping as the sabo happens, or trying to hit the player right there who clearly wants to blind you as soon as you pick up. BUT there's genuinly zero reason to have all 4 survivors on the ground at once, so some mechanic to help with that scenario in particular would be useful.
I personally would love a new offering or for them to just rework sacrificial ward so it isnt a green offering. Making it brown and allowing map offerings to be more of a chance based thing instead of certainty would make the game so much better, and if you have your offering cancelled you could just get it back if we want to extend it to that. Anyone could bring a brown sacrificial ward, and that allows the pressure of map offerings to be alleviated entirely. You can still choose the map you want to go to, but there is a very low chance of it happening given that the cancellation offerings are so common and pretty much everyone has them, even at prestige 1. Making map offerings NOT go to certain realms seems like a bandaid fix and doesnt really resolve the issue but makes a new one entirely. Now survivors can choose to get rid of all the most killer sided maps / killers can get rid of the most survivor sided maps. Just having a cancellation offering that is really common I feel fixes it.
As a killer main "Not fun" is exactly what I'd call the game now. The algorithm that the game looks for a 50/50 match up makes the entire experience so frustrating. If you don't get outnumbered by map offerings the game itself will give you a bs map. I play a lot of trickster and I'll go to nostromo wreckage constantly if I don't get forced to Aerie/Junkyard. It's so obvious and frustrating.
The idea if separating the queues was good at first because people who don't like the modifiers would simply stop playing. BUT it created another issue that is now the normal game is becoming an event. The infinite lvl 50 Bloodweb is the only reason I'm p100 Dracula and Alucard. Already did this for Wesker and Ash. The DC crybabies epidemy could be simply fixed by removing the ability to unhook yourself except by Sable's basement perk, Deliverance and the Anti Camping, removing the skill checks on hook 2 and giving you a prompt to kill yourself (with a flair text like "Give Yourself to the Entity") on 2nd stage if there's two dead survs already so you can go next and give the last surv the chance to find the hatch. This would also fix the only issue with the finisher mori which is having to let the 4th surv slugged until the 3rd is dying on 2nd stage. Map offerings should go. This would make getting Bloody Party Streamers MUCH MORE common. Also about maps me and a friend have this theory that killer come with anti loop powers because BHVR is not fixing the maps as they should. Items and etc: BHVR still create A LOT of useless add-ons. The more recent one is Dracula's Sunglasses. It gives you an extra pillar at the cost of a longer charge, but since Dracula becomes slow when charging by the time you shoot Hellfire the surv already covered more distance. In the exact situation the surv would get hit by the 7th pillar without this add-on and by the 8th while using it. Completely useless. I think they are not fixing this anytime soon simply because they are dumb. Art and Creativity teams are amazing, but devs and the ones in charge of balance and updating game mechanics don't have a medium IQ lvl for sure. Slugging became a natural thing to do because every new patch the killer is more and more unincentivized to hook. If I want the 4th kill because of a challenge, to get more pips or simply to get revenge on a specific surv that was an absolute ass the entire match... what's the issue? I don't see any. It's BHVR's fault for not fixing the 1v2 situation.
The biggest problem that I'm seeing right now is the slugging; Sometimes it's because the killer actively tries to slug and sometimes it's one survivor that makes a really dumb mistake that snowballs into something worse but it really needs to be fixed, I've been in too many matches where all 4 survivors bleed out and the killer just sits there and watches it, maybe there needs to be something similar to an anti-camping where if a killer stays too close to a downed survivor for a period of time then they can pick themselves up with endurance and speed bonus
If I remember correctly, he turned something off in steam console while starting the game, but it doesnt work good. Like you need to do it every time you open the game AND you cant press esc, or hud will appear again
You being able to use Green hand every match no matter what? Um no. That just destroys map offerings people have achievements to do like the RPD one. They are never touching map offerings.
Just keep the achievement in the back of your mind and then work towards it whenever you get the map. And ideally, give players with a Sacrificial Ward a choice to deny a map offering or not (consuming the ward in either case). RPD isn't such a bad map, especially for killers.
this is just disingenuous. you have vecna's achievements were you are fully at the luck of the draw in that regard, why shouldn't the map related ones be similar? don't be disingenuous or just so so biased that you aren't questioning why you feel so defensive about removing map offerings. Not to mention, SAM exists. it's not as common in dbd as in something like tf2, but if you really are that thirsty for the 100%, go use sam, OR just let it happen naturally eventually.
I have a few ideas, mainly just out of pet peeves during the end-game 1) the aura of the hatch is revealed to the killer and survivor when within x meters (for accessibility since I am a little hard of hearing and some maps are straight bull where they place the hatch) 2) if the killer or survivor stands within x meters of the hatch for y amount of time, the hatch will close automatically, triggering the end-game collapse. 3) if the 3rd survivor is hooked and enters their second stage, they will instantly be sacrificed and the hatch will spawn. 4) If all survivors are downed for longer than x seconds, all survivors will bleed out/be killed by the entity. The killer will be heavily punished by a new "monotony" blood point penalty and will receive an entity displeased if they have fewer than x hooks. This does not trigger for the final survivor, who instead has their aura revealed for Y seconds before bleeding out. 5) the aura of the hatch is revealed to the killer when carrying the final survivor. And/OR if there is only one survivor, the killer may open the exit gates, regardless of if they are powered, triggering the end-game collapse. If the final survivor escapes through this gate, the killer is not punished.
can u explain the rational of the 3rd one as a mix of killer and survivor player it seems needlessly in favor of the killer since the 4th survivor can still rescue them if they killer isnt camping
I 100% agree with fixing the 2v1 scenarios in games. The amount of times we get down to last 2 survivors with too many gens, we know we lost. It just becomes "who gets found first" and "hopefully the killer gives the 4th person a chance to find hatch instead of slugging." Just an annoying situation all around as survivor.
in those situations i hate my teammate too if they clearly are willing to crouch from locker to locker just to ensure they are the last one. it makes me want to walk into the killer and just end the misery.....and in that scenario, i blame the teammate, not the killer, because those 2v1s start even before one of them is down.....and they turn into a 1v1v1 rather than a 1v2 unless you got someone friendly left...
In terms of map offerings, you could just make them work in reverse, so they ban one map from appearing. It's not a perfect solution, but it should be simple and it would help.
What DBD really needs is to enforce it being a game for fun. There's already the "unsportsmanlike" report option, tie it into the DC penalty when you receive complaints in a certain percentage of games. If it's set to a decent value then no one will be punished for the occasional salty player, but people that are consistently ruining the experience for others will be guided back to playing fun. Or they'll be locked out, either one works for me lol. Or put them in their own "sweaty" or "troll" queue. Let the toxic play with toxic and leave the rest of us alone.
Otz said he would not talk about perks because when he got MFT nerfed he didnt want to hear the smoke from survivors and yet here he is trying to get map offerings nerfed.
they tried it before, it was so horrifically unbalanced they will never do it again. Unbreakable is already one of the strongest perks in the game, asking it to be basekit is still mad.
tbh it wasnt that bad but i kept having killers slug for the 4k so it allowed us to just keep getting up as the last two survivors. He was a bit upset but come on bro just hook them... No need to sweat for the 4k, its so deeply ingrained in killers
@@yerfriendlyneighborhoodsco3337 Yet thats why everyones getting slugged for the 4k, despite Unbreakables popularity its not fixing the problem so theyll have to go a step further with basekit changes.
Another way to balance map offerings could be to combine two different offerings into one. Instead of an offering sending you to Eyrie, it could have a 50/50 chance to send to Eyrie or Dead Dawg. Devs could balance the 50/50 by making one a killer sided map and the other a survivor sided map.
i like your idea, but i dred your combo lol. bully squads love both of those maps, you just made their dream offering. something like eyre or midwich would be a better combo. an indoor map versus an outdoor map, or something like that
@@magical571 Literally no one is going to run a map offering which gives them a 50/50 chance of getting the worst map in the game for their role. No survivor is going to burn an offering giving you a 50% chance of getting Midwich and no killer is going to willingly give themself a 50% chance of going to Eyrie.
imo the maps offerings should be reversed by making them very low chance to be sent there. again this can cause problems with a 4 man choosing all good killer sides maps but then again it will be really easy to implement since its just a swap over a high % to a low %
map offerings raising the map chance to 20 or 25% instead of 100% would be great but killers also need the ability to bring both a map offering and a utility offering (hatch spawn, offering blocker, etc) because right now survivors get so many offerings that help shift the map in their favor its dumb
It's really tricky with the disconnects. Cause the developers can't force people to play the game by having severe penalties for disconnects. If you make it so there is no penalty, then it'll happen every single game. The nerf to healing only kills solo queue more. The point of bringing a med kit isn't to heal your teammate it's to heal yourself because you can't communicate in solo queue. As far as slugging goes, yeah it's a problem and it's the most boring part of the game. When I play killer the only time I slug is if the last 2 survivors are very clearly in my vision and I can down them both quickly and end the game. Playing as survivor if I'm one of the last 2 survivors left and they slug, I'll actively look for the killer so they can down me and end the game, slugging is the most boring thing in the game.
>It's really tricky with the disconnects. Cause the developers can't force people to play the game by having severe penalties for disconnects. If you make it so there is no penalty, then it'll happen every single game. Did you just ignore what his solution was or what?
why are they not allowed to give severe penalties lmfao? every other game gives ramping up penalties, valorant gives you a WEEK ban if you dc like 6 games in a row
@@isaansari9838 tf2 doesn't, you can leave at any time. i'm not saying it should be like that here, but you are wrong in saying every game is like that. and i'm gonna be honest here, in tf2 it has it's downsides too, because along with leaving at any time, you may also be thrown into a match that is already halfway through an a guaranteed loss, BUT, it still feels better than in dbd. some matches are just so one sided that it really is nobodies interest to keep them going unless you like camping. In my eyes, there should be a surrender option for both killers and survivor, that enables once X amount of minutes have passed.
@@magical571 well ye obviously there are outliers but the majority of online games have harsh punishments for dc's, overwatch, league, r6, valorant, cs2, deadlock, etc
instead of the map offerings taking you to (ex. dead dog saloon ) if you select that specific offering, make it so instead the map offering ( ex. dead dog saloon ) cannot take you there at all (so its like a green hand addon but just for one map specifically you do not want to go to and both killer and survivors could use it ofc), so then all the other maps are still able to go to besides that one. maybe that would be healthier? just spitballing ideas here, I'm not really the best at explaining stuff but that might be more interesting idk.
My immediate solution for map offering is the following: - Reduce the effectiveness of map offerings. If we use % even if it's not accurate, let's say 33% instead of 50%. - For every two times it doesn't send you to the map, 1 offering gets returned to your inventory. - If it does send you to the map, the opposing side (killer if you use map offering on survivor and viceversa) get a 15% Blood Point bonus. The hand could do something similar, like you said: - For every two times the hand is used and no map offering is cancelled, 1 hand is returned to your inventory. - If the hand is used and a map offering was cancelled, that offering is returned to their inventory and the opposing side gets a 15% Blood Point bonus.
i think it would be good if they added so you can offer two items per game. One offering has to be blood point related, and the other one needs to be gameplay related, such as map offerings, luck offerings, fog offerings etc. This would add more variety in matches instead of seeing only blood point and map offerings, we would actually see other offerings like hook distance offerings, more chests and more white wards etc.
I would rather the map offering chance be reduced greatly instead of it being a near guarantee to get the map. And have a cap to it if survivors bring multiple.
My idea for map offerings is just to have preset map pools during prelobby. So like, 5 different maps are secretly set in pre lobby as possible, and each offering removes one of the presets and then replaces with the offering map choice. So if 2 people do the same offering, then 2 of the same map are in the pool, and so on. Only other option is just maybe giving all the points for map offerings back and turn them into an ultra rare offering. It can already be powerful enough to shift the tide in your favour, so might as well treat it like it's a really powerful offering.
Some random ideas regarding a few of these: Map offerings: Maybe map offerings should disadvantage whoever uses them? Eg. Survivor map offerings remove 2 pallets from the map, Killer map offerings cause some gens to start with progress already on them. Small stuff that _probably_ wouldn't replace a map's survivor/killer bias, but would make many players more distrustful of the offerings. Items: Would love to see any of Otz's ideas on making Keys & Maps more viable. IMO it'd be cool if Keys could "unlock" Chests, essentially rerolling the Key into another item with rarities as least as good as the Key you sacrificed. Slugging: IMO it'd be nice if there was a "Give Up" option in the Dying State that appears after ~30 secs or so and allows you to have the bleed timer deplete much faster, just as insurance against really unfun slugging situations that a Survivor understandably doesn't want to hang around for. That and limiting the anti information abilities sluggers can use, so solo Survivors can easily coordinate rescues when the last Survivor has yet to be found, would be nice.
Good day to you Otz, An idea, for the map offering issue, would be to make it so to play a map offering the player would first need to spend iridescent shards or something to activate it. Let's say, maybe 100 shards for a single offering to be usable for 24 hours or something. Most players would much rather save up their shards to get more cosmetics, and this way they would have to weigh the pros and cons of their choice offering. Also, the other players in the match, who did not play the chosen map offering, will gain extra blood points for completing the match. This way, when a player does use an offering, it will feel more significant for everyone. Map offerings would then also be removed from blood webs, as they would require a key of sorts to use in the first place. I suppose, all characters would just have the choice of choosing the map from a list while in the match lobby, similar to the custom match map window. Maps chosen in this way by many players would eventually have a higher daily cost to unlock overall. At the start of each monthly reset, the costs are reduced to their original values, only to rise again as players begin to spam them. This all may sound irritating in concept, but I guarantee you that you would see fewer map offerings this way.
I think what Ortz wanted here is map offering should still be available to everyone, that's why he does not goes for scott option. Your option will just make this game even more sweaty as only those with abundant irri shard can spam map offering and make everyone's game miserable, while casual feels that this game is even more pay to win than ever
Thank u OTZ for taking about this Half of my matches Have been Map offering and op items and I told my friends about it and they said skill issue Finnaly someone takes about this🔥
I've always thought survivor items should work as follows: Instead of item rarities, you bring any one of 4 (or event) items. Item addons are what determines the functionality of the item (Sabo or gen toolbox?). More chests spawn on maps, and the item you "brought" is garunteed to spawn in the FIRST chest that you open. Also opening your first chest is maybe 50% faster. The items surviors bring are (maybe) hidden on the lobby screen. A rework or change to franklims demise might be warrented too as a result, but we'd have to see This would allow anyone that wants to bring powerful stuff to do so, but with a little more risk and time spent to obtain the item. It also allows certain killer perks to become more useful, such as Horder and Human Greed. Would love to know what other people think!
You enthusiasm and suggestions are amazing! Only thing I disagree with is map offering. Maybe have it so you can only use 3 map offerings per day or used against you
Hey otz, I have two ideas for maps and the slugging issue, and want to know how you feel about them 1st idea: simply make map offerings a x% chance to be sent to map of the user's choice. Since there are what 40ish maps, and I don't know what the actual % of getting a map organically is. But let's say each map has a 4% chance of being chosen, a map offering will only make that map have a 10% chance now, or could be less, not sure there on percentage, and that would be its maxuim, multiple offerings wouldn't mean anything. It would make using them still plausible, but unlikely, and still would be fair. 2nd idea: for slugging, make it where if the final standing survivor is grabbed/downed, that any currently dying survivors are given the ability to pick themselves back up. I think this would make it where slugging is still viable (yes a survivor main is saying that slugging can be a good idea), but make it where slugging for the 4K/mori is no longer as good anymore. I personally hate slugging, as realistically the person who was downed no longer gets to even play the game anymore, and can be done just cuz the killer feels like it, but I can see the reasons whyd you slug someone. I dunno if you'd agree with these ideas of mine, but I'd like to hear what you'd think of these two ideas, but if you do decide to respind to my little comment thanks, and anyways have a good day and good luck in all of your next matches.
I left dbd almost half a year ago, but while I still played, I went big on stats. By the time I prestiged my Plague to 100, I had already collected 500 of each her iris, and numbers for other addon rarities started upwards of 1500. And I stopped hoarding around P60, so double iris were a common occurence for me. As for other killers, I’ve never had any issues with addons on any of them unless I specifically didn’t play a certain Clown ever at all. P6-10 to a character guaranteed me hundreds of games with best stuff, and tens of games with same two addons easily. As for survivor, my max prestige there is 72. I distinctly remember that by the time I got to 30 my inventory was so flooded with op stuff that I never needed to use anything else again after that. Events helped as well, especially in case of toolboxes. I’m currently sitting at a total of 700 equivalents of commodious.
7:02 this could work, I remember a game called awesomenauts had a system like this, just 1 slight difference is that it gives time for the DCed player to comeback incase it was a crash or something, but after a certain amount of time of them not coming back, EVERYONE can leave with no penalty. I guess DBD wouldn't need the wait since there's no coming back for them once they've DCed.
I think a fun way to make the toolbox feel new is give it the ability to be used on a locker to set up a trap that would extend the total duration of the action of opening and closing that locker for 0.5s, the action of setting the trap could be a loud action at the end of it. You'd probably want it to cost enough charges so that you couldn't get more than say 2 traps out of it otherwise I think it could be a nightmare for the killer. But I think it could be an interesting way of getting some locker interaction in play that is more than just open it and either they're in there or they aren't though you wouldn't want it to be like a full stun either because that would be way too punishing. I think that a very interesting way of nerfing while also sort of buffing medkit would be to give it a new passive ability that gives the user of a med kit a increase crawl speed while downed at the cost of charges and it's non-optional. So if you want to be able to use your medkit for self heal you can't crawl around but on the other hand you could potentially use that increased crawl speed to reposition yourself. I think that a big part of why I've stopped playing lately is that they've gotten really lazy in how they're patching things, it's always just numbers that change it's always the most obvious heavy-handed options that they choose. The game has felt stale because it's all become so predictable. Map offerings? Easy fix: For every map offering burned on the survivor side they need to repair an additional generator. If a killer uses one they have to do one less (though that might be a bit extreme maybe they get bonus repair speed or something). Or make it so that the green hand that cancels map offerings also makes it so that for each offering it cancels the survivors get some sort of punishment, be it slower heal time, repair time, extra gens, increased skill checks, periodic blindness or whatever, be create with it. I think they've lost any sense of innovation they had. There are so many ways they could make this game feel new that is not just "let's turn the numbers from 1v4 to 2v8" I get it it's way cheaper and easier to just change your multiplier variables but it's also the lazy way and the way that makes the game feel stale even if you are still technically releasing new content. But there are ways of changing the game that will involve actually creating new functions but wouldn't really take much in the way of additional content.
Just imagine being a "newish" player in a few months/years and having to go against people that have stockpiled HUNDREDS of the best add-ons, items and offerings. God I already miss the Chaos Shuffle / randomizer game mode. 😭
😅
syringe got buffed actually when they slowed down self healing. you can combine syringe with septic: take a hit, run away, if killer drop you very fast - mend and get healed for free on top - because syringe is way more delayed now
What if map offerings would only give you 25% chance to send you to a chosen map?
It would require survivors to sacrifice other offerings if they want to play on a certain map.
Sacrificial ward would cancel up to 3 offerings, and if survivors bring 4 offerings the chance to get the chosen map remains the 25%.
This is kinda how it feels for me, I have 226 hours including menus, and I just don’t use any addons, I don’t let I get me down though
I think another way to limit map offerings would be to limit the amount of daily uses. So either make it so you can only use 3 per day and if you're in a party, it takes away a "charge" from all the players so survivor friends can't abuse it.
I also think they could make map offerings able to "avoid" certain maps so instead, killers and survivors can choose to avoid maps they really dislike. Example, an oni might use a strong map offering just so he doesn't go to an indoor map (in the current system) but, instead (new system) he can just use an offering to make it so he cannot go to meatplant for example.
The game is definitely getting better, but it feels like it does so glacially
Yeah, like I feel like if we directly compared launch DBD and current DBD, everyone would want current, but there's still so much that needs to be fixed
glacially
What a great way to put it.
Agreed extremely theyre very very slowly making the necessary changes we’ve wanted but its so slow
What does “glacially” even mean
"Sponge rework: Prevents scream from all sources and consumes this addon."
*Violently forcing the sponge into Bill's mouth*
'QUIET!'
I love this idea. The rework is balanced, fantastic, and hilarious. Please BHVR.
I'm aware you decided to abstain yourself from making these kinds of videos in the future, but I'm so glad you still drop them every now and then. I love dead by daylight, but don't have the time to play enough to notice these reworks and meta shifts on my own experience, so it's nice to still be informed about all of it thanks to you!
People DCing are at least giving a bot that will do gens. I think if we punish them instead of people that just die on hook its rewarding that style of play and people will just end up doing that more. I WISH half my team would leave me with a bot when I play solo survivor. But I feel ya man not a lot of good answers for these problems. Its why I switched over to killer.
I hate the bots cause man they be gen jockeys and I hate that
But then when you switch to killer, you see everyone doing what you wished your teammates would do lol. my theory is experienced players get frustrated with bad teammates & competitive killers & group up in swf & bring the items as Otz mentions, mid-tier players have been phased out, & all you have left are casuals for solo teammates...and the cycle continues.
Exactly, the more DCing is punished the more speedrunning hook states is incentivized, which in and of itself is almost impossible to prove someone is doing and isn’t just bad. Honest to god, sometimes the bots are better than the average player anyway. 😅
DCing should definitely be a tad more punishing but dying on hook intentionally should be either removed or made bannable.
I don't follow the logic. You need to punish DC'ing more, not less. Let those crybabies quit the game if they want. I want to play with people mature enough to actually play out a match.
8:05 I hope he brings up Scott’s idea, that map offerings should work in reverse, burning a haddonfield offering REMOVES the chance of being sent to a certain map.
A swf can still coordinate and get a high chance of being sent to a map they link by burning four maps they hate, but solo players or killers can stop from being sent to the one map that is terrible for them
I don't think that would work very well because there's TOO many maps people want to avoid. If you want to avoid an indoor map, what would you use??
@@notOtzdarva
Map offerings boosting collections of realms would be a decent fix
@@notOtzdarva it feels like one of those things where you have to pick the lesser evil. there really isn't a right answer
@@notOtzdarva @ you would burn a map offering of whichever map is the worst for your killer example being lerys offering for huntress, and just hope you don’t get RPD or midwitch, though both of those maps are better for you than lerys, as lots of bottlenecks, doorways and halls lead to better hatchets.
If you’re survivor, you and a swf could burn midwitch, RPD and lerys together, basically guaranteed that you won’t be indoors unless killer runs a green ward.
@@notOtzdarva id bring the midwhich offering everytime. not cuz its awful to play on, but cuz having gates 30 feet apart, every single time, is such bad design its just not fun even when everything else in the match goes in ur favor.
One of the biggest flaws for me are "Blood party streamer" offerings. The green offerings pool is SO flooded that you dont get any of them anymore... i recently prestiged 7 DIFFERENT survivors in a row and i barely got 2 of them...
Considering HOW game changer they are and how many green offerings are there (and they keep adding more of them as map offerings) they SHOULD make party streamers a brown offering again... or at least make a new tier just for these so they can appear more frecuently...
I wrote a post on dbd forum about this and i got heavily ignored. Devs SHOULD know about this.
I don't feel this at all, every new prestige I get like 7 of them and on my P98 I have 170 of em.
Majority of playerbase are experienced players who dont care about bloodpoints. This is a problem, because for newer players bloodpoints are an absolute necessity and if you aren't running SWF on survivor side not only is the game not fun, takes forever to learn because of all the changing variables and random shit that happens, but your grind is impacted severely as well because solo queue teammates are rarely stacking these offerings. So the grind is awful, and nobody will help you. But BHVR doesnt play their game, especially not solo q /shrug
@@Vhillain Exactly that, if you dont play SWF everytime you play the game, ur cooked. Because SoloQ is one of the worst things in the game
Best is to farm the birthday cakes on the birthday event. You get easy hundreds if you play a while. Its like 20 party streamers or 200 birthday cakes that give more points then while you level up a while xD
They really need to overhaul offerings as a whole.
Get rid of all brown offerings.
25% bonus for one category is laughable.
I tried playing the regular mode since my friend to play 2v8 was gone and after a 10 minute queue getting sent to Erie with literal 4 syringes and all four people going out of their way to try everything to upset me just absolutely kills my desire to play this game at all
Yeah same, I see syringes or BT in a bottle at least every other game or 1 in 3 games and they are usually always paired with eyrie macmilan or autohaven offerings. It is so annoying. Only furthers my hate for good swfs that stack their advantages against you
Had a clown game where i got sent to mcmillan with 4 survs that would just pre-run whenever i showed one pixel of my body. Had to fiddle with my settings for 35 whole seconds because the game decided to make it windowed instead of borderless fullscreen and i had to change it, already 2 gens flew by in that time.
Slugged 3 of them (they had 3 flashlights and i didn't have lightborn, why even bother picking up), see the injured Ada behind a rock, go to her and suddenly she's behind me picking up the other survivors. Back to pre-running everytime they see a pixel of my body. 4 of them at 1 gen remaining and a good 3gen for them, and not a single one even wanting to get into a chase to make the game any fun (i know i know, the survs don't have to make the game fun for the killer, but come on guys you won already).
It was one of the only killer games where i had no fun whatsoever, and when the last gen popped i just gave up and went to break pallets and walls. They waited a whole minute hoping they could t-bag at the exit. Thankfully 99% of matches aren't like this.
Yep. I want eerie of crows removed with how much SWFs abuse it. Plus it hurts my eyes to look at.
Eyrie of Crows offers only one advantage to Killers: Blendettes stick out like a sore thumb and there aren't any bushes.
It's good to know I wasn't the only one facing insane squads of good survivors lately. It was getting so bad that I was starting to think I was doing something wrong as a Killer.. It was really discouraging.
Well, that's the thing. The narrative is that you're never playing well enough as killer, and are always the one to shoulder the blame. "You lost/drew as killer? It MUST be because you played bad." But that's simply not true. Survivors picking an unfair map, bringing OP add-ons, or SWFing is gonna lead to you losing a match you should have won. Or rather, that's just how the game balance is: If you go against survivors of your own skill level, you lose by default.
@@danielmaster8776 but don't you know? bloodlust is op /s
@@magical571 Yeah, right. There are some pallets and other loops where you can have Bloodlust 3 + Coup + 3 speed perks, and you still don't get the survivor, because they can just react slide back. And yet people argue, "The killer can just down you no matter what." as they don't even take advantage of these loops.
It's a direct result of the ko slug meta. It's unfortunate for both sides. If the killer runs a slugging build and you're playing solo queue, it's gg the game is over. The only way to consistently counter is to be as coordinated as possible.
@@danielmaster8776 /s = sarcasm
I like the idea of being able to mori the 3rd survivor too and having the Hatch open during the animation. A "one to tell the tale..." moment sounds pretty cool.
I think adding a "give up" prompt when being slugged in a 2v1 will prevent unnecessary dragging out of a losing match for survivors. Adepts should count hooks (9 or 10 maybe) instead of kills to lessen the slugging even if it is only a minor reason why killers slug.
this is exactly what i've been saying ! identity v has a similar feature where if everyone is slugged you can vote to surrender and if majority vote is casted the game is ended instantly.
This is a bit too trusting of the survivor on the ground. A lot of times I think survivors generally just wanna move on to the next game, but for some people if you did something to slightly annoy them they wouldn't use the give up option solely to screw you over.
@@luci5205 I think everyone voting like that could actually work in dbd tho.
@@SPLATMUSIC-then you’d still be in the same situation in the game as you are now in those rare instances
I would never click that option, Imo if the killer wants to slug and draw the match out- we are drawing the match out, they don't get this 4th kill for free.
Thanks Otz for talking about the "last survivor mori" situation. I don't even have more fingers to count how many times I was slugged for the 4K these days 😭
The mori didn’t cause it the hatch did, killers will always prefer to 4K as it’s the most rewarding if they removed the hatch and just start endgame it would likely greatly reduce how often killers would slug the 3rd as the only rng from there is gate spawns. But it’s near impossible to stop it there will always be those that feel any less then 4K is a L. The devs made the win condition kills so competitive players will do anything to win bigly…
I tried bringing this up on the dbd subreddit and had people shitting on me and denying the new mori basekit changed anything.
why do u ppl pretend like slugging for the 4k wasn’t a thing before the mori. killers have always done it. esp in the higher mmrs. even before the mori i was regularly get slugged so the killer can go look for the last survivor.
@dimentioo they have to make up a reason to hate that change lol
Killers always slugged for the 4k. You only notice it more since you know about the Mori stuff. The Mori didn't change anything about killer gameplay. I've been playing nothing but killer since the finisher Mori was added and I still forget it was added and I still hook survivors like normal since I already picked them up
The solution for DCing should be a karma system, people who frequently disconnect should get paired with each other and be low-priority in the queue. If they don't want to play the game then surely they won't mind longer queues right? That being said, frustration is the root cause of a lot of DCing, and the core problems that cause that frustration need to be addressed, for me, those would be map inbalance, map offerings, SoloQ communication, and killer strength inbalance.
Bad sport lobbies
that is actually a good one, i thought the same should be implemented for toxics people in rocket league lol.
Also there there is frustration because things arent fair like getting tunnelled (for no reason) and frustration of being a troll and getting downed anyway which is the more common dc i believe.
But I think things like this never get implemented because those ill intentioned people are a big portion of the playerbase and if you screw with them too much they will go to another game they can mock other players.
The actual best way to fix this is to remove the penalty. By design, not a single game should force you to play it, specially a multiplayer game where the killer can choose to bodyblock you into a corner if he wants it. “But people will massively DC then” people already do it, they don’t care about it at all, the penalty actually only punish the players that stayed in the match and have to think if it’s worth to DC
@@Insanity-vv9nn What about killers mass DCing at the slightest inconvenience? The entire match relies on the killer. If they feel slightly annoyed or cheated, then they'll just leave...and everyone would have wasted their time. Just because killers aren't mass DCing now doesn't mean they won't if they had no penalty
@@Insanity-vv9nn The only times you should DC in this style of multiplayer game is if there's an emergency, not because someone's making you upset. This isn't a drop-in drop-out multiplayer game, a player leaving severely disrupts the match for everyone else involved, a bot only just barely makes up for the lost player, and that's assuming they had the decency to DC instead of offing themselves on the hook(which is another thing that has to be punished conditionally or removed entirely)
9:18 they should follow dbd mobile in this, create ranked and normal games, ban map offerings in ranked, it would make think a lot more fair
Problem with that is separating the player base and making que times worse for everyone.
Everyone would just play casual competitively
@@ToveriJuri Sir. The playerbase is already split due to the events. Its fine. lol
@@Kalosianfire Not if there are rewards.
@@pressheart64
Events are seasonal they are not there all the time, and they bring back some "dormant" players to compensate.
Different modes would split the player base for the entirety of the game making it worse all the time for all modes.
the problem is the mindset of the community as a whole. To go alongside with scott jund's vid on the community becoming more competitive orientated, the community has had a comp mindset for years. Killers tunnel like 75% of the games because it is META (the most effective tactic available) for killers. Survivors always bring the best perks and items because it is the most effective tactic available for them. Both sides complain and get mad at each other for using or playing in a way that is not fun to the other even though both sides are sweating hard to win. It's like getting mad at someone for op crutching or odin crutching in val, mad at an ash in siege, mad a Brigette in Overwatch, or even getting mad at someone for using magic in elden ring. IMO the best part of dbd is the chase and randomness you get with it but when everyone has one goal in mind (to win) you weed out some of the chase and randomness since everyone is using the same thing and killers don't want to chase since gen pressure is an easier, more effective tactic especially if you cannot immediately down a survivor
that's what I've been saying for literal years, all the community outreach and dev balancing is with the mindset that DBD is a comp game now, like I miss everyone going shirtless David and fucking around, and killers memeing and spinning in circles and shit. now it's just lobby's full of people who think they are Esports players
well I want to win but I won't bring the best add-on every single game, I have had encounter some great players that loop me for 5 gens but then either let me kill them at the end, or leave their item.
People wanted to win, that's normal, but how to push them to be nicer to each others, that's what dev should think about
i think the game should be competitively balanced but they are doing neither, in its current state its competitive asf in terms of atmosphere AND there is zero balance so its the worst of both worlds, id prefer a well balanced competitive state for the game
@@isaansari9838 This. exactly. they just simply cannot escape the fact that almost any pvp game that isn't brand new, develops a meta and people get more competitive over time. it's a losing match to pretend that we can go back to the "good old days", you would have to erase people's memories on how to play.
But what they can do, i assume this and balance around it instead of pretending it can still totally be a casual and mario party (which it really only can on modes like chaos shuffle)
@@bittenbone2382 Its just the reality of any multiplayer game now, not just DBD, theres literally no way to avoid it unless you streamline the coding in the game in such a precise way its impossible OR by simply not having multiplayer with randoms
seeing Otz being so passionate about this game warms my heart so much every time
Ah, perfect timing for my work break, bless you Otz
Listening to these kinds of videos at work is always a treat
YES ! ALL OF THIS IS EXACTLY WHAT I FEEL!
Thx otz! I hope the developping team will go in the direction of your suggestions. ;)
One thing I really, really dislike in the current DBD ecosphere is the bloodweb in general - There are hundreds and hundreds of perks in the game, and I can't stand to even think about clicking more nodes. They made it faster, it costs less points, but I really wish this part of DBD could be reworked into something more interesting.
I have ~500 hours in this game - nowhere near enough to have all perks unlocked at level 3 for all characters, and leveling up new survivors or killers to unlock their perks for the rest of the cast is an absolute misery. It has some degree of luck involved, it's still slow as heck (even with the recent changes), it costs a LOT of Bloodpoints for each new character, and overall, it makes me want to stick to one survivor with the same builds over and over again.
In my opinion, it would be best if this game received a completely new progression system. Again - with 500 hours, I'm already tired and sometimes even confused - Can't imagine how tedious it must feel for players starting in 2024.
Great video Otz. Love your content.
4:55 "When you play against teammates... uh, sorry, when you play against opponents..."
Don't tell me he isn't right, and don't tell me this wasn't on purpose :)
My huntress inventory looks something like this: around 500 iri, 1000 purple, 2000 yellow and 5000 brown add-ons; around 2300 anniversary cakes; 200+ mapp offerings of each realm and 2 green hands. I am running out of hope for humanity... 😢
Even if I had all that I would still use brown addons cause I’m greedy
@@LynchbladetheGrenade
Bro same lol, I have so many iri’s on my trapper who I am main but I never use them because it feels like a waste, even though if I don’t use them I’m getting no use out of them.
Go outside sometimes
It's much better to have add-ons and offerings than to use them.
@@poiint5354really? If I play trapper without iri stone it feels awful
Imagine if instead of Otzdarva he was called freakstarva and instead of maining plague he mained bubba
🤖
he is main trapper, and he's not otzdarva
@ He's a plague main and he's called Otzdarva bozo
@@dr.catinstein4296 must be fun being in your head with nothing but monkeys clapping cymbals, because jokes just fly over your head like its not even funny!
@@meteoro123OF if that was meant to be a joke, it came off more as evidence of the dead internet theory mate.
I am shocked that there isn't a "bleed out faster" option for being slugged.
My idea is that when you have been slugged for a certain amount of time (let's say 1 minute), you get a prompt to increase your bleeding. The remaining 3 minutes of bleed out would be increased to, let's say 15 seconds, which would allow the last survivor (in a "slug for 4K) to get the hatch spawn faster, and increase their chances of getting it. This mechanic would also allow the killer to see your additional pools of blood, so they would have to pick you up and hook you, or know that you will be bleeding out soon, forcing them into the endgame hatch scenario faster, which limits their searching for the 4th survivor.
I don't think it should be an instant bleed out, or available the second you get slugged, but there should be some option, which would also end the games where killers slug everyone and force 4 minute bleed outs because they are carrying anger from a previous match of theirs.
the issue is that this doesnt solve slugging, and actually encourages killers even more to slug because they know survivors will most likely give up and they will get kills faster
@@handsomehead1381 I get that to some degree, but giving up on hook happens now, and you can lose a teammate within 1 minute of a match. To remove this, BHVR would have to remove the 4% mechanic.
This idea forces people to stay in the game for at least 1 full minute of being slugged, and typically teammates will pick someone up if they are left slugged, which is a better option than going next, so in a way this would give more benefit than a "go next first hook" mentality.
@@handsomehead1381 maybe some kind of basekit unbreakable then? If you being slugged for more than 30/40 seconds then you can get up yourself. Then a killer can still leave you on the ground for a bit to defend a gen or get a free hit of someone trying to blind or something but then has to hook you or else you just get up while everyone else is doing gens.
Why not just make it like hook stages as an optional, you press a button a lose a percentage of blood and get get yourself up when on the ground long enough or if certain conditions are met?
@@handsomehead1381 If you use scott's idea where there is some benefit to it as well then maybe not. The problem of slugging being too good is already a game design problem because hooking is so inefficient by comparison; you can't really make it much worse. Winning by slugging isn't satisfying; you get less bloodpoints, lack in mmr, and the games can end very abruptly. People do it because they are mad or want to win against an overhwleming force. Ultimately, if all four of us are on the ground and we can't get up I'd rather the game just end one way or another.
Basekit unbreakable would destroy the game without massive changes to the killer side as was seen in the ptb that tried it.
Maybe they could add some kind of map request cap, let's say that the cap of getting a specific map is at 50%, you can't have more than 50% chances of getting a chosen map. With no map offerings you have 100% of chances of getting a random map. If there's 1 offering it's 50% for that map + 50% random. With 2 offerings it's 50% random + 25% for a map + 25% for another map. 3 offerings lowers to 16,6%. 4 make 12,5% each and 5 would be 10%. That way you would end up on a specific map way less while still having a chance to choose your map.
But if they did that they would have to rework the map cancel offering. If you use it you reduces the chances of getting a chosen map to 25% (so 75% for a random map). If you still get the chosen map you increase by 25% the BP of everybody except the player(s) that used a map offering. If there's no map offering and you still use this cancel map offering, everyone gets 10% BP.
I hope it was clear, and don't pay much attention to the numbers, it can be balanced after
Otz, I love your videos and I love listening to your thoughts. The whole community appreciates you! On that note, I use syringes as a solo queue player when teammates aren’t healing me. It sucks that SWF abuses these things, where it’s sometimes necessary in solo queue
My gold fish said hello
tell him said hi back
Tell him I said hi
Are you walking him regularly?
@@AlliedXtaking him on one right now
Hello
At this point the game has become so unbearable that my wife and i quit playing. it just isn't fun anymore. I have more fun watching Otz and others play. I'd rather play other games that are much more fun, without long waits or annoying playerbases.
Banning map offerings above a certain rank will just make map achievements impossible for certain players while punishing people for playing more. It will also incentivize throwing.
Besides, imagine that you are a somewhat skilled player but you are a loser like a good portion of this game seems to be right now and you want to go to YOUR map to bully some poor killer, what prevents you to have a smurf on steam family sharing ? That way players that are generally toxic and quit if the game doesnt go their way will get paired to new/unskilled killers and fucking destroy their games until leveling their rank up and repeating the cycle.
yeah if the ranked system was hard this would be a good idea but you can easily get iri 1
Hey Otz, during the 2v8 gamemode I think it‘s really become obvious how big the general balancing problem in dbd is and the actual flaw of the balancing itself - it is made around the casual player instead of the high end of the playerbase. we all know how frustrating it feels to just be in a game and can‘t do nothing against full meta builds which get abused by the swf squad who doesn‘t play for fun, but for making the opponents life totally miserable.
I‘ve actually thought of some way to try and balance out the swf problem in some way. Maybe you could introduce some sort of categorie systems for perks, e.g. „gen progression“, „chase“, „medic“ etc. just like in 2v8. therefore every player can only pick one perk per category to benefit the team in a way. same thing goes for killers aswell.
this way the dynamic of the whole game would change and meta builds get mixed up, since you can‘t run the full meta anti tunnel or gen regression build anymore.
that or maybe include a max number of certain perks per game, just like the classes in 2v8 - let‘s say every perk can only be used once or twice per team, which means coordinated swf need to think about the role of each player before the match - exactly as in some rules of the competitive scene.
I know this sounds horrible at first, but it would create a more rounded experience and mix up the current boring playstyle of dbd and balance out the top end aswell as protect beginners from facing impossible challenges.
about the map offerings I think a simple psudo-fix is making it so if you bring a map offering you get 20 - 50% less blood points and don't benefit from any BP offerings that the other players brought. Or making it so you need 2 map offerings to 100% get the map and having one just slightly increases the map chance (unless you're killer).
As a relativelly new player I honestly hate playing killer with even mid mmr and can't bear playing surv unless in event, the ammount of toxic salty sweat is suffocating.
I'm the same as you I'm very new to the game and playing killer is really extremely fun to me I don't rly like playing survivor even if I do with friends I don't otherwise and I believe im mid/low MMR and it's like 8-9 game out of 10 have at least three medkit with syringe or a toolbox and the iri to do gen(no idea of it's name)man it feel atrocious I don't really have fun on this game tbh
The best way to handle sweats is to not care that you lost to them. Just kill 1 or 2 of them and go next. You'll get way more 3ks and 4ks than 1ks and 2ks, so who cares if you lose to SWFs every now and then. Also, when you beat a SWF, it does feel really nice, so go for the win, just... don't care too much about losing to them. Look at it as an opportunity to grow, and to learn. If they talk smack at the end game chat, let them talk to themselves. People love having conversations with themselves for some weird reason.
I play as a killer in Dead by Daylight, I'm a casual player, I play with most of the killers I've unlocked while I struggle to unlock the others because I don't spend money, I wait 15 minutes in a queue of a normal game mode to fall with survivors who have 2000/3000+ hours and I barely reached my 200 hours, I stopped playing the game definitely because it's not fun anymore, DBD stopped being a chase/horror game and became a game of which of the two sides can make the other side's experience the worst possible, doing tbag, using toxic builds and offers to ruin the experience of new or casual players.
Nowadays I literally open the game, see my killers and I already know that I'm going to stay 20 minutes in a queue and another 15 in a long and stressful match with survivors giving up in the first 2 minutes and me going back to the 20 minute queue or super tryhard survivors who will give me 4 gen before my first down, I don't even feel like playing anymore, I prefer to close the game and kill this momentary desire to play DBD by watching Otz.
so ture ☹ I'm a beginner and it's no fun trying to play killer. Extreme strong survivors who mock you or hours of wasted time waiting for a match where they dc.
If you can't handle a tbag, you probably shouldn't be playing comp games at all. There's such a thing as just NOT being overly sensitive about something so silly. The amount of people I see complaining about a survivor bouncing up and down in place and acting like it ruined their entire week is bordering on ridiculous at this point. It's one of THREE interactions survivors have with killers and can mean anything from "chase me", to "over here", to "hello good sir or madam" depending on the context. You all act like EVERY. SINGLE. TBAG is a deliberate "KYS AND F' UR MOM!!!", and that just isn't the case.
I see them on killer and I just laugh it off and move on. Trust me, it's not that hard to NOT be offended by something as goofy as a Dwight bouncing up and down in place. They're not even tbagging ON you, for goodness sake. Grow up -_-
@@vaevictusdeus no one's gonna read allat lil bro 😂
@@vaevictusdeus you're literally one of them "definitely not toxic" players and/or you didn't even read the comment.
"long and stressful match with survivors giving up in the first 2 minutes". Something doesn't match up here.
I’ve watched Otz for a while now and finally decided to give dbd a go, the 2v8 mode has been absolutely awesome for me especially to learn how to do skill checks and looping. I will admit that in my blood web on my prestige 5 Meg, I have always taken syringes and brand new parts and map offerings, because I felt I’d need them as a crutch as a newer player. I haven’t dived into the regular mode yet, but I’d really appreciate it if you could make a guide on a “fun” way to play survivor that still supports newer players. I do know this is a big ask as you are a killer main, I don’t need some op builld just something that can help and makes it so killers and my team all have a good match
My website otzdarva.com has some tips (that I'll keep updated) on simple builds for beginners / best characters to unlock early! - I hope the game treats you well my friend, I'll try to keep making videos for people like you!
my biggest recommendation to a new player would be to focus on enjoying the interactions with the other players in the match rather than "victory at all costs" it'll help the mental significantly
I generally recommend taking perks in combo of 2s for builds. 2 generator perks, 2 chasing perks. 2 team oriented perks, two silly perks. Keeps the game refreshing and fun.
“Finally decided to give DBD a go” - “On my prestige 5 Meg” … ummmm?
@@Roc_Official what part doesn't sit with you, mate? :) u can get to prestige 5 just by playing for 1 day (few hours), especially with 8v2 on xD
The medkit addon changes are really spicy!
My idea for map offerings would be to have them draw from larger pools. Garden of Joy stopped getting offered every match once they added Greenville to its realm, so they could expand on that. Try to pool maps that are more strongly polarized towards either team together, like, would you as a player who wanted an easy game bring an offering that had equal odds of sending you to a Badham map as a Haddonfield one? The only downside is license holders probably wouldn't love that. One could also repurpose those old moonlight offering graphics for indoor map/outdoor map offerings, maybe make those the green ones and the specific map ones be ultra rare.
An interesting way I think maps could work is that depending on the characters chosen in the match, there’s a slightly higher chance that their paired map is chosen. So say you have both Gabriel and the Artist, there’s say… a 10% higher chance Eyrie of Crows is chosen. Have the chances capped too so there’s no survivor character stacking.
Your point is 100% true. I once was a killer main, but as time progressed, playing killer got more and more frustrating, which is why I quit the game for almost 1.5 years. When I came back, I started playing survivor without using any items - except if I find them in game - and only using bp offerings and had way more fun than ever. Gameplay has way more diversity than alway bringing items or map offerings,. Yes, I dont like some maps and it is sometimes frustrating if the killer brings OP add ons, but I encourage you all to try this, it is way more fun than using items and offerings all the time :)
I've honestly had the opposite happen. Around 2019 i got super bored of survivor as the meta was in a really stale amd awful place(still is) and i quit the game until early this year. Now when i won't play survivor unless I'm in a 3-4 man goofing off with no perks or funny builds while i only take the game seriously when playing huntress because i have fun going for snipes and orbitals.
Edit: To be completely fair though, killer is so much easier than it was when i had last played. Especially when I'm playing what is imo an S tier killer.
3:12 Otz's mindgames are getting too strong. He just hit us with the change blindness classic (a niche purple add-on)
I've had the same experience with strong items/builds. And then survivors teabag at the exitgate (even though I mostly play lower tier killers) and spam easy as if it wasn't rigged to begin with. This has me wanting to either stop killer or just play on scrims where everything is balanced
They have to really start balancing killers, its so easy to make killers that have no looping ability a little bit faster, or charge bloodlust faster or something, but they refuse to. Also perks should be balanced around killers, you make every perk a "strong" perk, then turning down when a combination with certains perks killers makes them op and thats it. You can make that in a freaking excel table is not rocket science.But they don't do it.
A good way to balance this is to not allow survivors to change our loadouts after entering the queue and to make it so we can only have at maximum 1 of any perk whom are partied together. Solo queue survivors won't be affected by the multiple perk limitations, but will still have to stick to the loadout we chose before queuing. I would also make it so partied survivors can't bring the same items either. Like, 1 medkit, 1 toolbox, 1 flashlight, and 1 map or key or firecracker is the best a full SWF can do.
*About slugging, match ending, blindness, and hatch:* I will restate a previous idea I commented on another video about "Truesight" activating after a period of time/the first X% of bleedout on the ground so Blindness addons and perks still get value but *eventually* get bypassed by showing auras anyway while still keeping the Blindness effect active for the sake of relevant perks/powers/etc., maybe make hook-related Blindness only work for Stage 1, too.
But now about the *slugging-mori issue:* if the exit gates aren't powered, 2 survivors are dead, and the 3rd survivor is downed, give the option to Mori. The moment the mori animation starts the hatch IMMEDIATELY appears as the 4th survivor hears a global sound effect, though they still need to find it (but hatch aura revealing perks items can begin to work). Once the Mori finishes and the killer regains control, the hatch then fully opens and starts making noise. If the last survivors escapes, the score/BP reward for the Mori is increased to compensate as the Entity enjoys the horror of the last survivor having seen/heard their last companion's violent murder.
BHVR to discourage slugging could take what they just did with the 2v8 mode make some tweaks and add it into regular matches.
Reasoning:
The 2V8 mode has a Anti-slug mechanic that comes into play when you are left slugged on the ground and you reach the 95% Recover cap, the game gives you the option, if say your pallet restore or reset ability for the scout class is ready to be used, and you get slugged by a wraith that decides to camp you while invisible waiting for other players to come to save you (That happened to me as survivor). You can then use your ability button to pick yourself up off the ground, at the cost of putting your activate-able ability on cool-down.
My concept is that if a survivor in regular matches is left slugged on the ground if they reach the 95% recover cap (same as the 2V8 mode) The Survivor can revive themselves and gain a 5 second endurance effect. BUT, in-exchange for picking yourself back up, One Random Perk in your load-out is DISABLED for 60 seconds and you suffer from exhausted for the same amount of time, If You have no perks in you load-out, you just suffer from a repair speed penalty for 60 seconds.
Unbreakable could be changed to fit with this change by making it so the self-revive effect triggers at 90/85/80% recovery progress instead of 95%. Healing speed while on the ground is increased by 10%, and successfully picking yourself off the ground for the first time will not disable any perks or leave you with debuffs. After picking yourself up, Unbreakable deactivates for the rest of the trail.
for No Mither... it should just allow you to pick yourself up from dying state with no debuffs or perk deactivating while you have it equipped, while granting an additional 3 seconds of endurance.
This is not at all Perfect and could have some major flaws.
Maybe getting up could be basekit and it gives you a twenty seconds of endurance but it also gives you incapacitated which stops you from doing gens and healing and stuff for sixty seconds after standing up instead. That way the killer still gets time out of it but the survivor doesn't just get tunneled out after waiting five seconds. Slugging is so much stronger in solo queue, they should address it in some way.
Honestly, would be easier to just have it on a timer. If you are down for say a minute, then you can pick yourself up (maybe at the cost of a hook state?). Or maybe do something with terror radius as well? Like the downed and bleed out counter starts when out of killers terror radius, but when in killers terror radius both are paused. So killer wouldn't be able to just stand there, waiting for you to bleed out.
If you have no Perks in your Loadout, why should you even get a Debuff ?
You’re practically already naked. No need to further punish.
Absolutely no to basekit unbreakable. It's ok in chaotic crazy modes like 2v8, but in regular DBD absolutely not. it would be abused so much by SWFs and just make things even worse.
Tactics where you slug whole team are BS, but slugging occasionally is perfectly decent tactics with a risk and reward to it, it's also a mechanic that some killers are outright designed around.
I would be up for some kind of base kit unbreakable when the entire team is slugged and there's like 3+ players left. That would discourage full team slug tactics. Or maybe even at 2 players slugged if they are just kept on the ground for an extend period of time without any of them being picked up prevent bleed out tactics some petty killer mains go for.
@@ToveriJuri I think basekit unbreakable could be okay if they're left on the ground for an extended amount of time. Kind of like how the hook camping meter is now. I agree that it should be a decently long amount of time though.
2:10 Oh, *that's * why every other game I played as killer I had survivors playing McMillan or Auto Haven offerings. Then the rest of the time was either Badham or no offering.
I wish map offerings could go away 😢
Nah, i still tear them apart anyways.
Tbf, it is not friendly for casual palyers frfr.
The key is they squat or click their flashlight when the killer is casual or can't catch one fast.
I have been through those days😂
@@mitchsz I wish they just made the maps actually fun to play on, why are players getting penalized for devs making maps that make killers want to die playing on
Or maybe that's NOT actually the case... MacMillan and AutoHaven have ALWAYS been among the most popular map offerings to bring for both killers and survivors alike. I guarantee you most people who bring those maps bring them because they're well designed maps overall.
@@bittenbone2382 There's literally like 2 maps in the game which most killers have a hard time on. If you're struggling on the average dbd map as killer, it's a skill issue.
My map offering suggestion - All current map offerings become "wards" that PREVENT you doing to that map, and add two new map offering "chlastophobic and agroophobic" that prevent you going to an indoor or outdoor map respectivly.
Survs gonna use agoraphobic every match.
Bad idea
@@Username-vn1wxcopied Scott’s idea lmao
@@Username-vn1wx why would they? Outdoor maps are easily better for survivors
@lifeisstrangelover-t8l limited line of sight, killers with mobility powers lose their powers, and ranged killers are hugely hindered. And if Lerys is chosen, there are 900 pallets and windows back to back
@@Ethan-gw6mi me or the comment op
The annoying part of progression to me is characters and cosmetics. If I want to wear a certain character that has a certain cosmetic, I won't have the perks I want on that character or the items + addons I want. It really forces you to stick to one survivor because of the progression system being ridiculously slow.
The lore reason for 3 kills and one escape could be the "final girl" trope. Many horror movies have one person survive the events while everyone else falls victim to the monster.
Hi Otz, what are your thoughts on a rework to the ranking system to punish people who give up and disconnect? I think adding some metric that deranks players (minus pips) could help punish people who leave early. I can obviously see that this could be abused to “smurf”, but I think this rework along with a heavier disconnect penalty could help reduce the issues.
the map offerings really should be mixed, like one map offering could bring you to the Crows map or Léry's or MacMillan and other map offering could bring you to 3 other different maps, and starts to be a gambling situation, be sent to the map you want, or getting picked by rng and be sent to the other 2 options, I think this could be nice
how about just nerfing their effectiveness
50% chance for a killer map offering
12.5% chance for a survivor map offering
considering how map offerings are about as rare for both sides, i really dont understand why they're equal strength between survivor and killer
@@spinnyboi9951 The problem with this is killers also use map offerings to bring themselves to killer sided maps.
@@xvoidxhunter2129 sure, but the numbers i just gave make it a 50/50 of getting the map you used an offering for at most
my point about survivor map offerings meanwhile is that you should have to cooperate offerings to reach the same effectiveness as the killer
midwich+3 hook distance offerings with a flipflop build and exponential for example is an absolutely awful experience for killer
@spinnyboi9951 I mean its still a base kit favoritism, i just dont think thats a good idea.
@@xvoidxhunter2129 its a 1v4 game, a basekit favoritism is the only way to get something with the exact same requirement and usage balanced.
look at the fog, hook distance and chest offerings for example, the survivor ones are half as effective as the killer ones, which would still be unbalanced because that makes for 2 survivor who can still use their offering.
favoritism isnt a working excuse when the teamsizes are unbalanced to begin with.
As a Solo Q survivor who has been playing for quiet some time I never usually bring items but recently I have started bringing a med-kit with extra charges and the green skill check add-on because I dont want to have to rely on my teammates for healing. I hate using meta builds and items but even at Mid-tier mmr I am just running into killers who constantly have the most powerful builds as possible with the most powerful add-ons. Which they can do but at this point it is so common that it has started to incentivize me to start running the meta builds just to have a chance to live for more than 2 minutes.
but he isn't talking about the general dbd experience. he is talking about the shitty state of the game while events in general are out so close to each and in this case 2v8 in particular making a huge negative impact on 1v4 (by leaving a small pool of only sweaties if you even dare play killer and not want to wait 30 mins in the 2v8 queue)
I don't know if you'll ever see that but my two cents for the map selection is: we could do something like Rainbow Six: Siege does. I remember you tried the game a bit when Tubarao came out, and their map selection goes like this: 5 maps are selected at random from the entire map pool and each team can ban one out of the five; then the game picks one of the remaining maps at random, and you play that map. I think Map Offerings in this system could have the effect that the map you offered for is certain to appear in that five (usually random) map pool; but repeat offerings don't do anything. This way if everyone in the lobby uses a different map offering, it adds up nicely to 5 maps to ban from, but if the 5 people in the lobby use the same offering, there would still be four random maps on top of the one everyone wanted, and you're never certain to play a map, which is a good way to be sure you don't always end up in the same map.
There doesn't even have to have a ban phase too, and you could have any variation of the numbers. You could have 2 random maps to which you add all the unique maps offered for and have the game pick from them at random, or anything like that.
As for add-ons/items, I never was a fan of the consumable grind aspect of the game, so I might be biased but I think it could be fun to have a random rarity picked during lobby where you don't pre-select items or killer add-ons, and you get a little pop-up "This lobby is green," or "purple" or any rarity and either side has to make do with that rarity. Granted items and add-ons would have to be rebalanced a bit so a killer doesn't have better options at lower rarities, but I don't know, it would be a way to make sure both sides bring about the same power level without affecting queue times or game modes or anything like that.
Hope you found something interesting in all that!
Really love your content, you're so entertaining and fascinating to watch that you're single-handedly keeping me invested in the game! Thank you for all your hard work!
Some killers have awful purples and weird iris though. "Purple (and below)" is a bit nicer. But the biggest issue would be players leaving the lobby because it's not the tier they want, meaning more time between matches.
@@the1necromancer not even. remember that there are a lot of yellow and brown "troll" ad-ons which remove the killer's power in exchange for bloodpoints if they do some silly interaction. ad ons across all levels get weird.
There used to be map offerings used to only have a *slight* chance of having the map picked. they could make it so it only increases it slightly (for example if all maps have a 5% chance, it’ll increase it to 7%). it can be stackable so if you have a swf you can stack them, but there’s still a chance for another map to get pick or the killer can bring a map offering that also slightly increases.
3:50 I'm pretty sure Otz said bobweb which is pretty funny
7:04 or maybe a vote prompt? but that would be a bit hard to implement
I think it's crazy that there's no surrender mechanic in the game. Especially for killers, who don't ruin other people's "win condition" by leaving. It's a one man team, no reason why they couldn't ff.
The bloodpoint and iridescent shard earn rate is ridiculous. It needs to be buffed. I get wanting to incentivize playing, but with how many survivors and killers there are in the game, and how much of a chore it is to get one character to level 100, things need to change.
Seriously, that and the fact so many good perks are locked behind real world money. There should be an expansion to the shrine of secrets to include ALL perks.
you're not "supposed" to get any character to level 100, the difference in the bloodweb is honestly negligible
Are you talking about P100? That's not even required to get perks, you only have to prestige once.
@@8bitpixelbreakin yes but P100 makes getting rarer addons and items easier
relying on perks is ur first problem.....
otz if you wanna consider increasing DC penalties you also have to remember about people who are just getting kicked out cuz of bad internet not intentionally (game treats both intentional DC and network one same)
if you're playing with poor internet and being a burden on the matches, there is nothing the game or developers can do to make that better. if you can't play, you can't play. but if it's a one-off thing, the penalty is only 30 seconds, then 5 minutes etc... it only gets long if you're continuously having the problem, or compounding the problem with leaving on your own.
poor internet is not an excuse to remove penalties.
@@analysissel honestly, having a bot instead of a demoralized teammates is always better, so i don't even care if they dc, the both almost always performs better or equal than the teammate that dc'ed and would have, at best proceeded to be the killer's shadow (and if the killer wants to teach them a lesson or something, they'll leave them on the ground without hoking).
You should remove DC penalty altogether, not INCREASE it... If you increase it people will happily just go next on hook instead, i promise you. They added bots now, there's no good argument to still have dc penalties if you want to incentivize disconnecting and giving your team a bot over people going next on hook.
@Lars-Liam-Vilhelm I don't think they should remove it all together, maybe just change it like u get 50% less bloodpoints for next few matches orrr getting into lobbys with people that also dc a lot to have idea how it is to have teammate like that
@@Niezgodnyx I would agree with you IF, and that's a big IF, BHVR would separate between Ranked and Casual Dead by Daylight. Games that have dc penalties, usually only have them in competitive gamemodes. If you made it so there's a casual queue and a ranked queue, i would understand adding penalties to the ranked queue. However as it stands, there is no such distinction, hence having penalties for disconnecting rather than ggoing next on hook is nonsensical.
Well said, I share your concerns. I like the idea of limiting map offerings for both sides, but I’m unsure if linking it to grades is the right move, given how pointless grades currently are. Maybe tying it to MMR could work, though I’m not sure if that would be a better solution. Either way, something definitely needs to be done.
The same goes for instant heals and the Styptic Agent-getting a free health state or a health state combined with a Sprint Burst is simply too much. Survivors already have countless second chances stacked on top of each other, and it’s ridiculous.
On the topic of slugging, I’d also like to see changes addressing tunneling. I think the core issue is the game’s focus on kills and escapes, which is damaging its long-term health. As time goes on, this focus will only make things worse. The game should emphasize chases and fresh hooks, with kills and escapes feeling like something special.
For example, if a survivor runs the killer all game but dies at the end, they’ve technically lost under the current system. That’s completely unfair. Why not reward survivors with a win in terms of points or MMR (and maybe more?) if they protected their team and kept the killer busy? Similarly, why should a killer be penalized as a 'loss' for multiple hooks but no kills? This system doesn’t make sense and fosters toxicity.
Slugging for the 4K, tunneling one or two survivors out early, or survivors relying on the same maps, items, addons, and perks just to compete-it’s all unfun and needs a serious rework. I don’t want to see this game die because it has so much potential and i really like it.
I believe this kind of change could also reduce disconnects. If players are quitting, it’s often because something feels unfun or outright unfair. While you can’t fix this entirely-because fairness is subjective-taking steps to address these core issues would be a move in the right direction.
From a lore perspective, this also aligns with the game’s theme. The Entity thrives on extreme emotions like fear and tension, which are best cultivated through chases and hooks. Adding more band-aid solutions like perks won’t address the root problems. The game needs a shift in design philosophy to truly thrive.
Hiya Otz! Long time DBD player here. I completely agree with your assessment of the game and suggestions for the future. I've been a Huntress main since about a month after her release, and I too remember the lowest points of the game as a killer main. *cough cough* insta-blind *cough cough* However, as I got to thinking, I found something a bit different than you on the last point. I'm experiencing that my games are shorter especially without using gen regression. Yes, this is partially my fault for bringing info builds and other fun gimmicks, but that should make the game more fun. I feel as though side objectives need to be incentivized more for survivors. To help keep balance, I also feel a nerf of some sort would be necessary to the power creep of gen regression and blocking. For instance, maybe cleansing a dull totem gives you a health over time effect where you're fully healed in 60 seconds or so. Right now, we have perks in the game that do increase this efficiency, but I feel like cleansing a totem offers a kind of offset to that efficiency while providing enough benefit to be useful. I would also incentivize more of the totem-cleansing perks to be a bit better and more useful. As for keys, I think they should provide a bond-like effect that increases range with rarity. As you've mentioned before, green keys are pretty useless, so I would probably start with an aura-reading range for your teammates at 24m. Given some experimentation, you could maybe even add the effect to all survivors within said radius if it doesn't prove problematic. I have a few more drawn-out ideas, but this comment is already long. Eventually, I might write an essay or something and share it with any interested parties.
It's really frustrating to be "new" player that has limited addons and items (some killers have limited variety of good addons for example) while your opponents often have something stronger in their pocket.
Also, map offerings... I love variety of maps, but survivors (don't matter if they are randoms squadmate or opponents) bringing map offering so often, that I ended up playing mostly two-three same maps... Like common :(
A big thing that you didn't mention is how awful it is for the survivor side as well.
Look I'm gonna be honest here I use syringes and map offering almost every game when I play solo q because I literally face the same super strong killers every game.
Chucky nurse Blight wesker etc. With the best add ons and 4 slow down perks. Me and my solo q teammates don't stand a chance unless we bring the most broken stuff as well and I think that this is where the vicious cycle begins. Solo q is so unbelievably unfun at the moment that I genuinely stopped playing dbd and I have over 3300 hours in the game.
They need to tone down the strongest stuff on both sides a bit. This game was never supposed to be competitive yet everyone seems to be treating like it.
I haven't seen any of those killers in over a month. Stop with that. You ain't seeing them every game.
Even if you were, you deserve to. If you're going to bring those things to the game, you deserve a sweaty opponent. You wanna sweat with your syringes and offerings every game, then you can take the sweat just as well. Works both ways. You're out here sweating with those stupid things every game, how can you have the audacity to even be remotely annoyed by what you're facing?
Most people fucking hate what you run, what about them?
@@WutTheDeuceGaming "That doesn't happen and if it did, you deserved it."
Tone down the salt, bro. It makes you sound like an abuser. It's not that horrible of a suggestion.
@@WutTheDeuceGaming nah dude, u just lose every game........I see nurse chucky and blight billys every game, sometimes when I am lucky I get a slugging singularity on solo q yaaay.....
Map offerings Virgin against chad sacrificial ward main comment spotted
remember => sweaty nurses mains aren't born, they're made , and guess by who ? I'm a 100 hrs player that keep getting matched against 1k hours players that tea bagg, run me in circle, abuse flashlight save ... and even after loosing 5 TIMES in a fcking row I'm still geting match'd against the same players, with the non stop tea bagging "git gud noob" at the end => now that I play nurse at least I can have 3 hook before the gates are powered now tell me again how the "killer side started it all" -_- (and before you ask, I've never used nurses or blight or noed or anything like that ONCE before "turning to the dark side" )
You left out the best proposal for fixing map offerings of all: make them eliminate that map (rather than selecting it) from the potential pool, and then still pick randomly from the remaining maps. This is the best proposal because it immediately turns map offerings into a real-time, player-controlled balancing tool. As you said, BHVR has not yet achieved perfect map balancing, so for the time being there are outlier maps on both sides. This map offering rework proposal allows the community to directly address that and create a more balanced environment while *also* staying true to the basic theme/identity of the offerings and being worth using. "Oh no, BHVR just made a terrible decision/mistake on this map that makes it horribly unfair!" In both the current system and the proposed one, you will see map offerings for that map every game. But with the proposed one, those offerings would be doing something *positive* by preventing that map from being abused, rather than something negative by specifically enabling that map to be abused. It's a direct switch from "tool for toxicity" to "tool for balance," but still operating on the same mechanic.
This!!! This is a real good solution!!!!
Kinda sorta idk if you saw but he did reply to a comment about this particular system already, it would work the way you describe and as a temporary thing maybe they’ll try this one day but the map elimination also has some downsides and abuses like, completely avoiding indoor maps, which on average survivors do worse in Becuase they are typically harder to navigate than outdoor maps where you have your full bearing. Not disagreeing with you about a change needing to be made though.
Otz please keep making more videos like this i love listening to you rant instead of listening to boring podcasts
I’m a pretty new player, just broke 300 hours last week. Overall my experience with dbd has been mostly positive but my biggest complaint is my lack of access to perks. Especially the first 200 hours it felt so ass getting tunneled or slugged with having little to no counter play available to me. I do appreciate the amount of perks that there are in the game to outplay different playstyles but the grind to get those strong perks can be miserable if you are consistently getting slugged without UB or being tunneled without access to OTR or Decisive. I definitely wouldn’t complain if the grind was made a little easier moving forward
NGL, at this point I'm starting to think eyrie is so popular because you can actually kind of see something on it, unlike the other grey hellscapes DBD calls maps
The slugging for the 4k to prevent hatch has honestly killed my urge to play DBD at all. It was bad enough before, now its way worse.
And bhvr has unfortunately had made this problem worse with their hatch and key reworks
Slugging: when ALL survivors are on the ground, ONE of them can pick themselves up.
Doesn't affect regular slugging, but when the killer slugs everyone, or slugs for the 4K, it becomes a game of whack-a-mole and too much of a hassle for the killer to secure a 4K unless both survivors are near each other.
not a bad idea. i feel like "slugging" is a part of the game, what are you gonna do walking back as twins, or dropping as the sabo happens, or trying to hit the player right there who clearly wants to blind you as soon as you pick up. BUT there's genuinly zero reason to have all 4 survivors on the ground at once, so some mechanic to help with that scenario in particular would be useful.
I personally would love a new offering or for them to just rework sacrificial ward so it isnt a green offering. Making it brown and allowing map offerings to be more of a chance based thing instead of certainty would make the game so much better, and if you have your offering cancelled you could just get it back if we want to extend it to that. Anyone could bring a brown sacrificial ward, and that allows the pressure of map offerings to be alleviated entirely. You can still choose the map you want to go to, but there is a very low chance of it happening given that the cancellation offerings are so common and pretty much everyone has them, even at prestige 1.
Making map offerings NOT go to certain realms seems like a bandaid fix and doesnt really resolve the issue but makes a new one entirely. Now survivors can choose to get rid of all the most killer sided maps / killers can get rid of the most survivor sided maps. Just having a cancellation offering that is really common I feel fixes it.
As a killer main "Not fun" is exactly what I'd call the game now. The algorithm that the game looks for a 50/50 match up makes the entire experience so frustrating. If you don't get outnumbered by map offerings the game itself will give you a bs map. I play a lot of trickster and I'll go to nostromo wreckage constantly if I don't get forced to Aerie/Junkyard. It's so obvious and frustrating.
eyrie of crows is the bane of my existence i get it all the time
It’s constant 😂😂
The idea if separating the queues was good at first because people who don't like the modifiers would simply stop playing.
BUT it created another issue that is now the normal game is becoming an event.
The infinite lvl 50 Bloodweb is the only reason I'm p100 Dracula and Alucard.
Already did this for Wesker and Ash.
The DC crybabies epidemy could be simply fixed by removing the ability to unhook yourself except by Sable's basement perk, Deliverance and the Anti Camping, removing the skill checks on hook 2 and giving you a prompt to kill yourself (with a flair text like "Give Yourself to the Entity") on 2nd stage if there's two dead survs already so you can go next and give the last surv the chance to find the hatch. This would also fix the only issue with the finisher mori which is having to let the 4th surv slugged until the 3rd is dying on 2nd stage.
Map offerings should go. This would make getting Bloody Party Streamers MUCH MORE common.
Also about maps me and a friend have this theory that killer come with anti loop powers because BHVR is not fixing the maps as they should.
Items and etc: BHVR still create A LOT of useless add-ons. The more recent one is Dracula's Sunglasses. It gives you an extra pillar at the cost of a longer charge, but since Dracula becomes slow when charging by the time you shoot Hellfire the surv already covered more distance. In the exact situation the surv would get hit by the 7th pillar without this add-on and by the 8th while using it. Completely useless.
I think they are not fixing this anytime soon simply because they are dumb. Art and Creativity teams are amazing, but devs and the ones in charge of balance and updating game mechanics don't have a medium IQ lvl for sure.
Slugging became a natural thing to do because every new patch the killer is more and more unincentivized to hook.
If I want the 4th kill because of a challenge, to get more pips or simply to get revenge on a specific surv that was an absolute ass the entire match... what's the issue? I don't see any. It's BHVR's fault for not fixing the 1v2 situation.
Hey! I was one of the killers that helped in Carn's Hooks vs Slugging experiment! Glad to see this is still being talked about 😊
The biggest problem that I'm seeing right now is the slugging; Sometimes it's because the killer actively tries to slug and sometimes it's one survivor that makes a really dumb mistake that snowballs into something worse but it really needs to be fixed, I've been in too many matches where all 4 survivors bleed out and the killer just sits there and watches it, maybe there needs to be something similar to an anti-camping where if a killer stays too close to a downed survivor for a period of time then they can pick themselves up with endurance and speed bonus
i love how you didn’t being up just deleting map offerings because you know bhvr doesn’t like to get rid of work they did (overheat billy)
1:20 how do you turn the HUD off?
If I remember correctly, he turned something off in steam console while starting the game, but it doesnt work good. Like you need to do it every time you open the game AND you cant press esc, or hud will appear again
It's in your settings I believe. I know there's multiple options to get rid of different parts of the hud
You being able to use Green hand every match no matter what?
Um no. That just destroys map offerings people have achievements to do like the RPD one. They are never touching map offerings.
you're not getting the recon helmet by doing the achievements; who cares?
Yeah but we also have an achievement that requires the killer to be vecna
Just keep the achievement in the back of your mind and then work towards it whenever you get the map.
And ideally, give players with a Sacrificial Ward a choice to deny a map offering or not (consuming the ward in either case). RPD isn't such a bad map, especially for killers.
this is just disingenuous. you have vecna's achievements were you are fully at the luck of the draw in that regard, why shouldn't the map related ones be similar? don't be disingenuous or just so so biased that you aren't questioning why you feel so defensive about removing map offerings.
Not to mention, SAM exists. it's not as common in dbd as in something like tf2, but if you really are that thirsty for the 100%, go use sam, OR just let it happen naturally eventually.
I have a few ideas, mainly just out of pet peeves during the end-game
1) the aura of the hatch is revealed to the killer and survivor when within x meters (for accessibility since I am a little hard of hearing and some maps are straight bull where they place the hatch)
2) if the killer or survivor stands within x meters of the hatch for y amount of time, the hatch will close automatically, triggering the end-game collapse.
3) if the 3rd survivor is hooked and enters their second stage, they will instantly be sacrificed and the hatch will spawn.
4) If all survivors are downed for longer than x seconds, all survivors will bleed out/be killed by the entity. The killer will be heavily punished by a new "monotony" blood point penalty and will receive an entity displeased if they have fewer than x hooks. This does not trigger for the final survivor, who instead has their aura revealed for Y seconds before bleeding out.
5) the aura of the hatch is revealed to the killer when carrying the final survivor. And/OR if there is only one survivor, the killer may open the exit gates, regardless of if they are powered, triggering the end-game collapse. If the final survivor escapes through this gate, the killer is not punished.
can u explain the rational of the 3rd one as a mix of killer and survivor player it seems needlessly in favor of the killer since the 4th survivor can still rescue them if they killer isnt camping
No offense, but besides #1 these all seem like incredibly bad changes ranging from unneeded to awful
"Why don't devs never listen to community's suggestions?"
Community's suggestions:
Bruh, what's up with number 4, so you get punish for doing good. Nah this is why they don't listen to the comunity
@@josuemelara4518 i think 4 implies that the killer is slugging all 4 players and not hooking , which to be honest is incredibly cringe
I 100% agree with fixing the 2v1 scenarios in games. The amount of times we get down to last 2 survivors with too many gens, we know we lost. It just becomes "who gets found first" and "hopefully the killer gives the 4th person a chance to find hatch instead of slugging." Just an annoying situation all around as survivor.
in those situations i hate my teammate too if they clearly are willing to crouch from locker to locker just to ensure they are the last one. it makes me want to walk into the killer and just end the misery.....and in that scenario, i blame the teammate, not the killer, because those 2v1s start even before one of them is down.....and they turn into a 1v1v1 rather than a 1v2 unless you got someone friendly left...
In terms of map offerings, you could just make them work in reverse, so they ban one map from appearing.
It's not a perfect solution, but it should be simple and it would help.
What DBD really needs is to enforce it being a game for fun. There's already the "unsportsmanlike" report option, tie it into the DC penalty when you receive complaints in a certain percentage of games.
If it's set to a decent value then no one will be punished for the occasional salty player, but people that are consistently ruining the experience for others will be guided back to playing fun. Or they'll be locked out, either one works for me lol.
Or put them in their own "sweaty" or "troll" queue. Let the toxic play with toxic and leave the rest of us alone.
Otz said he would not talk about perks because when he got MFT nerfed he didnt want to hear the smoke from survivors and yet here he is trying to get map offerings nerfed.
But a lot of the maps are awful and survivors are addicted to bring the same busted map offerings.
@@tanderson1480 So? Most killers are addicted to Pain res. Should we remove it???
You are very stupid
They need to go lets be honest
If you can't win on survivor without broken shit just uninstall because u garbage
I’m still waiting for the basekit unbreakable update; even if it only worked once per match, it would help against slugging
they tried it before, it was so horrifically unbalanced they will never do it again.
Unbreakable is already one of the strongest perks in the game, asking it to be basekit is still mad.
tbh it wasnt that bad but i kept having killers slug for the 4k so it allowed us to just keep getting up as the last two survivors. He was a bit upset but come on bro just hook them... No need to sweat for the 4k, its so deeply ingrained in killers
@@yerfriendlyneighborhoodsco3337 Yet thats why everyones getting slugged for the 4k, despite Unbreakables popularity its not fixing the problem so theyll have to go a step further with basekit changes.
Another way to balance map offerings could be to combine two different offerings into one. Instead of an offering sending you to Eyrie, it could have a 50/50 chance to send to Eyrie or Dead Dawg. Devs could balance the 50/50 by making one a killer sided map and the other a survivor sided map.
i like your idea, but i dred your combo lol. bully squads love both of those maps, you just made their dream offering. something like eyre or midwich would be a better combo. an indoor map versus an outdoor map, or something like that
@@magical571 Literally no one is going to run a map offering which gives them a 50/50 chance of getting the worst map in the game for their role. No survivor is going to burn an offering giving you a 50% chance of getting Midwich and no killer is going to willingly give themself a 50% chance of going to Eyrie.
imo the maps offerings should be reversed by making them very low chance to be sent there. again this can cause problems with a 4 man choosing all good killer sides maps but then again it will be really easy to implement since its just a swap over a high % to a low %
I feel it’s DBD fatigue 0:56
map offerings raising the map chance to 20 or 25% instead of 100% would be great
but killers also need the ability to bring both a map offering and a utility offering (hatch spawn, offering blocker, etc) because right now survivors get so many offerings that help shift the map in their favor its dumb
It's really tricky with the disconnects. Cause the developers can't force people to play the game by having severe penalties for disconnects. If you make it so there is no penalty, then it'll happen every single game. The nerf to healing only kills solo queue more. The point of bringing a med kit isn't to heal your teammate it's to heal yourself because you can't communicate in solo queue. As far as slugging goes, yeah it's a problem and it's the most boring part of the game. When I play killer the only time I slug is if the last 2 survivors are very clearly in my vision and I can down them both quickly and end the game. Playing as survivor if I'm one of the last 2 survivors left and they slug, I'll actively look for the killer so they can down me and end the game, slugging is the most boring thing in the game.
>It's really tricky with the disconnects. Cause the developers can't force people to play the game by having severe penalties for disconnects. If you make it so there is no penalty, then it'll happen every single game.
Did you just ignore what his solution was or what?
why are they not allowed to give severe penalties lmfao? every other game gives ramping up penalties, valorant gives you a WEEK ban if you dc like 6 games in a row
@@isaansari9838 tf2 doesn't, you can leave at any time. i'm not saying it should be like that here, but you are wrong in saying every game is like that. and i'm gonna be honest here, in tf2 it has it's downsides too, because along with leaving at any time, you may also be thrown into a match that is already halfway through an a guaranteed loss, BUT, it still feels better than in dbd. some matches are just so one sided that it really is nobodies interest to keep them going unless you like camping.
In my eyes, there should be a surrender option for both killers and survivor, that enables once X amount of minutes have passed.
@@magical571 well ye obviously there are outliers but the majority of online games have harsh punishments for dc's, overwatch, league, r6, valorant, cs2, deadlock, etc
@@magical571 and yes in my opinion surrender show be allowed once only 2 survivors are left AND both vote yes
instead of the map offerings taking you to (ex. dead dog saloon ) if you select that specific offering, make it so instead the map offering ( ex. dead dog saloon ) cannot take you there at all (so its like a green hand addon but just for one map specifically you do not want to go to and both killer and survivors could use it ofc), so then all the other maps are still able to go to besides that one. maybe that would be healthier? just spitballing ideas here, I'm not really the best at explaining stuff but that might be more interesting idk.
My immediate solution for map offering is the following:
- Reduce the effectiveness of map offerings. If we use % even if it's not accurate, let's say 33% instead of 50%.
- For every two times it doesn't send you to the map, 1 offering gets returned to your inventory.
- If it does send you to the map, the opposing side (killer if you use map offering on survivor and viceversa) get a 15% Blood Point bonus.
The hand could do something similar, like you said:
- For every two times the hand is used and no map offering is cancelled, 1 hand is returned to your inventory.
- If the hand is used and a map offering was cancelled, that offering is returned to their inventory and the opposing side gets a 15% Blood Point bonus.
i think it would be good if they added so you can offer two items per game. One offering has to be blood point related, and the other one needs to be gameplay related, such as map offerings, luck offerings, fog offerings etc. This would add more variety in matches instead of seeing only blood point and map offerings, we would actually see other offerings like hook distance offerings, more chests and more white wards etc.
I would rather the map offering chance be reduced greatly instead of it being a near guarantee to get the map. And have a cap to it if survivors bring multiple.
My idea for map offerings is just to have preset map pools during prelobby. So like, 5 different maps are secretly set in pre lobby as possible, and each offering removes one of the presets and then replaces with the offering map choice. So if 2 people do the same offering, then 2 of the same map are in the pool, and so on.
Only other option is just maybe giving all the points for map offerings back and turn them into an ultra rare offering. It can already be powerful enough to shift the tide in your favour, so might as well treat it like it's a really powerful offering.
Otz causally changing his drip mid video just to flex on us his wealth is crazy
Some random ideas regarding a few of these:
Map offerings: Maybe map offerings should disadvantage whoever uses them? Eg. Survivor map offerings remove 2 pallets from the map, Killer map offerings cause some gens to start with progress already on them. Small stuff that _probably_ wouldn't replace a map's survivor/killer bias, but would make many players more distrustful of the offerings.
Items: Would love to see any of Otz's ideas on making Keys & Maps more viable. IMO it'd be cool if Keys could "unlock" Chests, essentially rerolling the Key into another item with rarities as least as good as the Key you sacrificed.
Slugging: IMO it'd be nice if there was a "Give Up" option in the Dying State that appears after ~30 secs or so and allows you to have the bleed timer deplete much faster, just as insurance against really unfun slugging situations that a Survivor understandably doesn't want to hang around for. That and limiting the anti information abilities sluggers can use, so solo Survivors can easily coordinate rescues when the last Survivor has yet to be found, would be nice.
Good day to you Otz,
An idea, for the map offering issue, would be to make it so to play a map offering the player would first need to spend iridescent shards or something to activate it. Let's say, maybe 100 shards for a single offering to be usable for 24 hours or something. Most players would much rather save up their shards to get more cosmetics, and this way they would have to weigh the pros and cons of their choice offering. Also, the other players in the match, who did not play the chosen map offering, will gain extra blood points for completing the match.
This way, when a player does use an offering, it will feel more significant for everyone.
Map offerings would then also be removed from blood webs, as they would require a key of sorts to use in the first place. I suppose, all characters would just have the choice of choosing the map from a list while in the match lobby, similar to the custom match map window. Maps chosen in this way by many players would eventually have a higher daily cost to unlock overall. At the start of each monthly reset, the costs are reduced to their original values, only to rise again as players begin to spam them.
This all may sound irritating in concept, but I guarantee you that you would see fewer map offerings this way.
I think what Ortz wanted here is map offering should still be available to everyone, that's why he does not goes for scott option. Your option will just make this game even more sweaty as only those with abundant irri shard can spam map offering and make everyone's game miserable, while casual feels that this game is even more pay to win than ever
Thank u OTZ for taking about this Half of my matches Have been Map offering and op items and I told my friends about it and they said skill issue Finnaly someone takes about this🔥
I've always thought survivor items should work as follows:
Instead of item rarities, you bring any one of 4 (or event) items. Item addons are what determines the functionality of the item (Sabo or gen toolbox?).
More chests spawn on maps, and the item you "brought" is garunteed to spawn in the FIRST chest that you open. Also opening your first chest is maybe 50% faster.
The items surviors bring are (maybe) hidden on the lobby screen.
A rework or change to franklims demise might be warrented too as a result, but we'd have to see
This would allow anyone that wants to bring powerful stuff to do so, but with a little more risk and time spent to obtain the item. It also allows certain killer perks to become more useful, such as Horder and Human Greed.
Would love to know what other people think!
Valorant has a “remake” mechanic for when people dc very early and immediately make the game a 4v5, dbd could do something similar
You enthusiasm and suggestions are amazing!
Only thing I disagree with is map offering. Maybe have it so you can only use 3 map offerings per day or used against you
Hey otz, I have two ideas for maps and the slugging issue, and want to know how you feel about them
1st idea: simply make map offerings a x% chance to be sent to map of the user's choice. Since there are what 40ish maps, and I don't know what the actual % of getting a map organically is. But let's say each map has a 4% chance of being chosen, a map offering will only make that map have a 10% chance now, or could be less, not sure there on percentage, and that would be its maxuim, multiple offerings wouldn't mean anything. It would make using them still plausible, but unlikely, and still would be fair.
2nd idea: for slugging, make it where if the final standing survivor is grabbed/downed, that any currently dying survivors are given the ability to pick themselves back up. I think this would make it where slugging is still viable (yes a survivor main is saying that slugging can be a good idea), but make it where slugging for the 4K/mori is no longer as good anymore. I personally hate slugging, as realistically the person who was downed no longer gets to even play the game anymore, and can be done just cuz the killer feels like it, but I can see the reasons whyd you slug someone.
I dunno if you'd agree with these ideas of mine, but I'd like to hear what you'd think of these two ideas, but if you do decide to respind to my little comment thanks, and anyways have a good day and good luck in all of your next matches.
AHAH THE SHIRT CHANGE WAS HILARIOUS
I left dbd almost half a year ago, but while I still played, I went big on stats.
By the time I prestiged my Plague to 100, I had already collected 500 of each her iris, and numbers for other addon rarities started upwards of 1500. And I stopped hoarding around P60, so double iris were a common occurence for me.
As for other killers, I’ve never had any issues with addons on any of them unless I specifically didn’t play a certain Clown ever at all. P6-10 to a character guaranteed me hundreds of games with best stuff, and tens of games with same two addons easily.
As for survivor, my max prestige there is 72. I distinctly remember that by the time I got to 30 my inventory was so flooded with op stuff that I never needed to use anything else again after that. Events helped as well, especially in case of toolboxes. I’m currently sitting at a total of 700 equivalents of commodious.
Какие люди
7:02 this could work, I remember a game called awesomenauts had a system like this, just 1 slight difference is that it gives time for the DCed player to comeback incase it was a crash or something, but after a certain amount of time of them not coming back, EVERYONE can leave with no penalty. I guess DBD wouldn't need the wait since there's no coming back for them once they've DCed.
I think a fun way to make the toolbox feel new is give it the ability to be used on a locker to set up a trap that would extend the total duration of the action of opening and closing that locker for 0.5s, the action of setting the trap could be a loud action at the end of it. You'd probably want it to cost enough charges so that you couldn't get more than say 2 traps out of it otherwise I think it could be a nightmare for the killer. But I think it could be an interesting way of getting some locker interaction in play that is more than just open it and either they're in there or they aren't though you wouldn't want it to be like a full stun either because that would be way too punishing.
I think that a very interesting way of nerfing while also sort of buffing medkit would be to give it a new passive ability that gives the user of a med kit a increase crawl speed while downed at the cost of charges and it's non-optional. So if you want to be able to use your medkit for self heal you can't crawl around but on the other hand you could potentially use that increased crawl speed to reposition yourself.
I think that a big part of why I've stopped playing lately is that they've gotten really lazy in how they're patching things, it's always just numbers that change it's always the most obvious heavy-handed options that they choose. The game has felt stale because it's all become so predictable. Map offerings? Easy fix: For every map offering burned on the survivor side they need to repair an additional generator. If a killer uses one they have to do one less (though that might be a bit extreme maybe they get bonus repair speed or something). Or make it so that the green hand that cancels map offerings also makes it so that for each offering it cancels the survivors get some sort of punishment, be it slower heal time, repair time, extra gens, increased skill checks, periodic blindness or whatever, be create with it. I think they've lost any sense of innovation they had. There are so many ways they could make this game feel new that is not just "let's turn the numbers from 1v4 to 2v8" I get it it's way cheaper and easier to just change your multiplier variables but it's also the lazy way and the way that makes the game feel stale even if you are still technically releasing new content. But there are ways of changing the game that will involve actually creating new functions but wouldn't really take much in the way of additional content.