True. It was Leatherface that got me excited to try the game. Then the Pig and Freddy right after blew my mind, I knew the game had a good future. 😂 that didn’t last long
Yeah but that would be more like Halloween's decision. I guess it was their decision to pursue licensed content, might be more accurate. Glad they said yes!
It was definitely leatherface such an iconic character; and then on top of that they gave him the best perk in the game (until a few years ago) which was BBQ. That perk was a MUST have back in the day.
So that was like 12 on my list. The reason it didn't make the cut is I actually checked the player count change at that time and it surprisingly barely moved at all. In fact Nemesis had a MUCH higher player count spike
@@thehermitwizardoh my god.. lol I remember that. To be fair I still miss his old trap opening animation but that was so incredibly slow. So increasing the hooking animation time and the trap animation felt like easy mode for a while
Basekit BT was necessary. I used to sell my joining a party with "Don't worry, I come with BT." It freed up a perk slot, so now I have 3 perks on survivor since Bond is locked in. But geeze, y'all remember mori-ing off 1st hook?
Dang, Ebony was insanely powerful back then. Remember the original DH as well? Sort of like how Jund mentioned it, you'd just get a free boost to a pallet. It was even worse, though, in the fact that you could get to a window as well.
It was SOOOO much better after they got rid of the repeatedly (I believe) A-D struggling and the hook space bar. Take slightly too long to click a single space and you'd die.
I want to make sure the community doesn't forget that many people were ultra-opposed to Basekit BT, and prophecised it would end the game or empty killer queues. Same for the anti-facecamp meter. There are still some very loud and very *dumb* members of the community that don't genuinely care for balance or fun.
The basekit endurance is fine in all scenarios but one: During endgame. If the timer's ticking down, there should be no more mercy. (I do still think if you get the anticamp self unhook in endgame you deserve the endurance)
@ Still don't agree that BT should turn off in endgame. Even then, it takes more than 0.1 seconds for normal players to pivot people in place for a body block, and it's never fun to be punished for someone else's poor save timing. I say this as a killer player that has had fantastic endgame back-and-forth; it does not rely on hitting one survivor during their unhook. It just involves trading hits between the under-cautious players. Usually all that happens is they make a sacrificial play and trade for someone else.
I think the hatch rework is one of the biggest swing and misses. The stand off thing is fine, but key escapes were fun. And to get a multiple survivor escape wasn't as prevalent as people made it out to be. Also, I thought those games where you knew there was a key was pretty fun. Unpopular opinion maybe, but I think I'd put that on the biggest mistake list.
I'm shocked Flashlights were not included in this list! When they came out, Flashlights were insane and wouldn't be changed until the game director got a taste of his own medicine.
I can't believe the change to teachable perks didn't make the list. In the old system, I never dreamed of having every single perk on every single character, but now I do, and I only need to P3 new characters when they come out to do it again. By far my favorite change that bhvr ever made.
My favorite part about medium vaults is the fact that many loops are designed with this mechanic in mind. a mind blowing thing about it is how many loops were seemingly designed with this in mind BEFORE they made medium vault a thing.
I know the hatch standoff was terrible but I’m ngl seeing Marth back in the day outplaying stream snipers by pretending to leave and then grabbing them was absolutely legendary to witness.
It's genuinely crazy to me how much of a nightmare playing killer must've been in the earliest days of DBD. I've heard all about the dozens of things survivors could exploit to essentially turn the game into a bully-the-killer-for-free-simulator, and wonder how anyone actually stuck through playing killer in the first place.
As Scott said, the game was absurdly survivor sided overall back then. But a big reason it didn't die was because there weren't so many tryhards. Though yes, many tried to exploit some things, tons were more about the fun of the game over just trying to win. Tryhards and toxic people nowadays are the DbD's biggest enemy.
I only started playing about 3(?) years ago and remember eating 2 decisive strikes in an open exit gate back to back, along with old dead hard. it was so painful lmao
@@eweeweweweOld dh I get but protection perks in endgame were not really a problem. They only worked if the survivor wasnt dead on hook (obviously) and there were at least 2 more survivors alive to unhook otherwise it would just be a trade or a even a grab back then. So allowing protection perks in endgame is absolutly fine. The survivors won at that point and shouldnt be punished for completing their objective. Same as killers shouldnt be punished by old hatch for killing a survivor. It's quite simple. There shouldnt be free kills by default which we have currently nor should there be free escapes as we had it in the past. No pitty kills no pitty escapes would be idea that bhvr just loves to always favor one side heavily.
Dude, why do so many people like you say things like that? If you aren't joking, it's just so rude to just say that in a conversation about GOOD things. Better to say nothing here than say something absurdly disrespectful.
I think the addition of the archives /rift deserves to be on here as well. While it is a Battlepass, the fact that it’s priced lower than a full skin set is really nice at grabbing a ton of free stuff. I also like that it pays for itself if you finish it. Started playing during Tome 4 back in 2020 and haven’t paid for a rift since then. Also, the addition do more ways to consume lore and added challenges within the game itself is always a nice thing for players to have
Battle passes are just using FOMO to drive sales. Most players won't wait to save their auric cells to buy the next pass and spend some on sales or other items too. Passes that award you its price back bank on the fact that people do that, but it also makes it more appealing to consumers since it "pays" for itself at the end. Overall increasing sales and locking content behind a constant paywall. Battle passes are not a good mechanic.
Another good change was also Double pallet change. Having 2 pallets at every loop made each L wall T wall HELL to deal with as a Killer on top or Vacuum being in the game.
When they let Wesker grab you thru a window you've already jumped out of or a pallet you've already dropped is the most rage inducing shit I've ever experienced
15:02 I wish more of the killer base would play that a 3K is a win, and not the slugging to bleedout in a desperate search for the 4th survivor. You're not going to be denied dinner if you don't get a full 4K in a single match, in an inconsequential game. What do you get for winning, anyway? Bloodpoints. What do you get for losing? Bloodpoints. *A 3K is a win*
I used to let the last survivor leave after figuring out my no way out it was always funny now there is the search for the 4th because of the mori people want to see the mori on every game its dopamine
True, I always stick to the rule of 2k is a draw, 3k is a win, 4k is cool but I'm not going to play SUPER aggressive for it all the time. The mori at the end is awesome but I don't need to see it 20 times. A lot of people on both sides go wildly aggressive when they're closer to wining or losing and its always baffling.
They didn't scam them it was a region issue which prevented the skins from properly registering. You know BhvRs scamming is making overpriced skins, not not giving you the skin
I agree with this list pretty well. Surprised you didn't mention how gen tapping was even able to be done in a chase while barely losing any distance if you ended up running next to a generator.
The Freddy Fazbear Night at Pizzaria for 5 Nights Until Dawn By Daylight chapter was really the best chapter. I still remember the time it released! Good times back then!
Honorable mention to adding totems! Sure totem some perks have been either OP or useless but the addition of totems added new play styles, build potentials, and was one of the only times it gave the survivors an alternative objective to do other than just generators
#1 was adding characters from other IPs. Game never would've taken off or stayed popular if there were weren't killers (and some survivors) from popular films and things
I once looped a Wraith on cow tree for 45 minutes, and after the match I found out it was a TTV that was streaming. He ended up posting a video explaining how ridiculous it was to be able to do this. I have tried to find the video throughout the years but I think it's gone.
I’ll never forget a match I had in solo queue. I was the random and the other 3 were a swf. We were doing really well, had one gen left and the killer only had 3 hooks. I left my gen to help a teammate who was being tunneled since I hadn’t been hooked yet, and ended up getting downed and hooked. My other 3 teammates decided to let me die on first hook and not finish the last gen because they had a key. All 3 escaped in the killer’s face… I was so happy when the hatch change happened.
My number #1 was the removal of old dead hard, og dead hard was ridiculous it was so versatile just getting invincibility frames, you could even use it to glide over bear traps.
Yeah fixing that freaking “hatch appears early and 3 people escape” bullshit is definitely big. That used to piss me off so much. The little shits would gloat at you too in endgame chat like they accomplished something remarkable.
I still remember getting the achievement for all 4 players escaping thru the hatch in a game... While in solo queue! Before the hatch/achievement change. Honorable mention to getting the achievement for being the last alive, but finishing the last Gen and escaping thru the door. Again while solo. Both are among my proudest accomplishments in my 2600 DBD hours😅
a 3man escape with a key at 1 gen felt worse than getting stomped and all 4 getting out. Generally 3v1 at 1 gen was a reasonable situation for both sides, it would be like if the killer brought an add-on that just instamori'd everyone at 1 gen left if only 3 people were alive.
One thing they need to do, is make the blood web better. I've only recently started playing dbd, have been watching it since it's release. And the current blood is pain, it takes forever to burn the bp if you have full capacity or a lot of rewards and tomes. It's also really annoying how sometimes you just won't get the add-ons you want. I love to make dbd scary so I really like to play scratch mirror myers, and lavalier dredge to just make the game funnier. But I feel I find iri add-ons more often at times. I know it got a revamp a while ago and heard how absolutely horrendous it was at first. Didn't really see it that much because content creators would always cut it out. I've just realized the game's almost a decade old now, fuck me.
One change I loved was the ability to buy characters through shards. You used to have to buy everything with bare money, but they turned way less greedy when they let people start buying characters, though just original, with a game-earned currency.
I think I'd raise the hatch changes to just the entirety of the Endgame collapse, as that's where most of the hatch changes came from. The endgame collapse removed hatch standoffs and also forced the survivors to leave instead of just endlessly going back to save their teammates or tagging relentlessly at the gate until they got bored. It also stopped matches from going on for an eternity because of both scenarios listed above. I think the endgame collapse was one of the best things BHVR added to DBD, and I can't think of anyone who disagrees with that.
I miss the old hatch kinda. I know that I hated it at the time, the balance of it was just dumb when abused by prepared teams, but it was the only "alternative win condition" the game ever had. Also it prevented the "well 2 people ragequit while we're at 3 gens, guess the game is over". I hate the "go next" feeling in a game where you just kinda hang aroung and wait for your loss for 10 minutes. I wish they cooked up something better with hatch rework instead of a silly dice roll, but it is what it is. Keys still mostly useless too, but that's a whole another topic.
Oh god yes, the HUD updates -- I'm still trying to just forget when they put the survivor icons in the very top left corner, inconveniently out of the way
My top10 no order. 1. End game collapse. Fixed endgame stall. 2. Cross Platform. Helped Que times. 3.Gave Killer Collision. Fixed an exploit where survivors would run through the killer. 4. Hex Ruin nerf. Personal reason :) 5. 2v8. Greatest event/mode DBD ever seen. 6. BNP & Momento Moris original nerf. Seriously broken items. 7. Exhaustion. Balanced and limited broken loop combination that was already considered infinites. 8. Making BP & perks more accessible / Fixed Prestigeing from consuming every item/offering. 9. Decreased the time required for pick-up/Hooking. Sabo & Flashlights was more oppressive than any recent Survivor meta. 10. Pallet Vacuum Change. Survivors was getting broken amount of distance with the old mechanic.
@Leaf__22 I'm referring to Ruins original nerf. Some perks are so powerful... they change the way people play DBD like DH. Killers learned to be patient. Ruin was causing "gen tapping" when it was never a strat before. Also, feel like the iconic perk made DBD more repetitive. Nearly every Killer ran Ruin. Nerfing the meta at the time was a breath of fresh air imo.
Scott, one of the best things that happened was before your time. Originally, you could sabo a hook and it would NEVER come back (except for the basement). That was an absolute nightmare for killers. You pretty much had to hold a 3-gen near the basement just to win. It was awful. They changed it, thankfully. Oh....and you could mori someone before hooking them at all if you used the offering. Imagine being downed in the first 10 seconds by a Billy and game over. SMH
i remember a month or two ago seeing a video from someone genuinely arguing that hatch spawning in early was actually a good thing because it punished killers that tunneled
I do think conspicuous actions didn't really make sense at first because gen tapping was a thing. Now that gen tapping doesnt work, it makes a lot more sense.
My prediction came true. YT analytics says this video is performing worse than the 10 worse things: in before the obligatory 3rd video "Everyone only wants to watch drama"
Interesting. I would have put money on #1 being the grind reduction. They did this step by step, first reducing the size of the bloodweb, adding daily rituals, tomes, and finally the bp costs being reduced, and prestige/teachables being reworked.
if i remember right the logic behind hatch spawns back then was ‘one gen completed more than the number of survivors alive’ so if all 4 were still alive you had to do all the gens, if there were 3 you only had to do 4 and so on.
13:10 I do what Clown is doing, block hatch when there's 1 survivor remaining with 1 gen, to force them to complete the gen and escape through the gate for their Left For Dead achievement. I'll sometimes make it a challenge to line it up so it does happen, and that can be trickier than a measly, run-of-the-mill 4K. I can get a 4K almost any time, 91% of the time in fact and 8-Hooking it _(I keep saying, skill 8-Hooks the 4K, it doesn't tunnel)_ but I can't always get a survivor's Left For Dead achievement -- that's usually when they just die too quick. I'm not gonna wait around for 3 gens or whatever the circumstance is, this killer challenge takes in-game patience, but you do get a mess load of points!
100000% AGREEE ABOUT THE HUD IM A FK KILLER MAIN AND EVEN I AGREE WITH THAT BECAUSE THATS WHY I HATE PLAYING SOLO SURVIVOR NOW I CAN FINALLY PLAY SURVIVOR EVEN WITHOUT FRIENDS
Hiding prestige level in pre-game lobby is my personal favourite. Putting the time and effort into levelling up your favourite character and not being able to use them because killers would dodge was so ass. Swf’ing with 4 P100’s was impossible
The only problem with #6, was that they removed anti-tunnel stacking, so now turbo-tunnelers just know to hit you off hook, and you are guaranteed down in 1 more hit. Having multiple sources of anti-tunnel Endurance was better for making Killer get frustrated and actually penalized for chasing the person on hook. Deep Wound should either not be applied from anti-tunnel Endurance, or not prevent anti-tunnel Endurance from working. They have the codebase to make Mettle of Man work during Deep Wound, so they can simply apply that to all anti-tunnel Endurance sources. With #4, maybe this only entered the public's mind after the K/E drama, but Hatch counts as a tie, not a Survivor win. That means in a 3 Hatch out, the Killer wins the match. (K+T+T+T is net K) With that in mind, that also helps disincentivize early kills, because then you can have the next people be death hook, and kill the Key holder of the match first. Everyone else is too panicky to group up for Hatch (since they are 1 hook away from oblivion), then you win normally with a 3K1T (Hatch escape) anyways.
I get wanting to prevent people from dying right away, but giving people multiple free health states is a very hard thing to balance and account for. You can also abuse it very easily to make the other side miserable, even when they wouldn't be tunneling. Either way, instead of punishing people for doing X you should reward them for doing Y instead. Being punished just makes people play around whatever they're trying to do, but being awarded or incentivized positively to go and do something else feels far better for both sides.
@@darkodom Except you really can't abuse this if either us or the dev team put 3 seconds of thought into it. The only possible issue is bodyblocking with Endurance, but they also have the capability to remove collision (post-hit, long time Victor play for Charlotte), so just have Endurance remove collision and the 'abuse' is immediately fixed without effort. The Killer knows who was on hook, and who was the rescuer, and can always take that choice to chase the rescuer. Conspicuous Actions still exist to remove all Endurance, so it isn't like old DS where it could run amok. I guess the issue is I've seen how they have rewarded Killers for 'playing nice' (gen kick meta), and there are still people who go out of their way to do things like 4 minute flooring. The carrot hasn't been working, the stick, sadly, has to be used. If less people were sweatlords, then maybe the idealistic solution would work, but sadly, that isn't the case.
Now we need Top Ten Decisions BHVR never did but should have done a long time ago. I'll start: 1. Survivors HUD to see each others perks and items. (well, duh, the most obvious one) 2. (my personal) Not solving gen-kick meta/slowdowns meta the same way they solved exhaustion perks for survivors. Like, come one, it's literally the same problem of stacking multiple perks of the same type. Instead of nerfing them to the point that half of them became unusable on most killers yet still having the problem of OP 4 slowdowns Nurses/Blights. Bring slowdown perks to their old glory, rework or maybe even buff some of them but make it so killers can effectively use only one of them. Bring me back my sweet-sweet release PainRes with infinite uses, but no stacking. Used PainRes? - No deadlock, no pop, no DMS, no grim embrace etc. Kicked a gen? Only one perk applies. Pop, erruption, call of brine or overcharge - choose one.
That sounds EXTREMELY punishing and very unfun. Slowdown perks and exhaustion perks are two very different things and trying to balance them similarly would be both hard and unenjoyable for players.
@@AdrianMartinez-nv7bf In fairness, there's no guarantee BHVR would do that. They're literally scamming people out of money with the Junji Ito collection, so I wouldn't trust them to take the money and make a new game in a way that won't fuck up the old one
Yeah lets face it most of these sshould haveen there since day one OR not taken literal years to fix it, even the good changes just show how bad bhvr is at balancing this game
I know EGC didn't make the list, but i do want to speak on it for a moment, for those of you who weren't playing back the , EGC ended one of the most frustrating end game scenarios possible in DBD. Hatch Standoffs. In old dbd, survivors didnt instantly use hatches, there was a little 2-ish second animation that played of them jumping in, during which, a survivor could be grabed like they were slow vaulting a window. So, god forbid you are chasing the survivor and you both reach it at the same time because then comes the staring contest. If the survivor tried to escape, you grab them, if you hit them, they escaped during the cd of the hit.... Do you see where this is going? Yep, imagine standing there, waiting, for more than an hour, hoping the other sode is going to do anything but waste more time. It, truly, was among my very least favorite interactions in DBD and the hatch and EGC changes are, to this day, some of my favorite gameplay changes because of it.
personally my biased take is adding the spark of madness chapter since feng has been my main ever since 2018 and old doc was one of my first killer mains. also i swear i remember the 3man spawns into early 2019
21:00 actually. 21:05 actually. 21:10 REALLY actually. Definition of 'actual': Oxford- "Existing in fact." 'Real' definition (Oxford) : "Actually existing." Excellent example of modern conversations.
I'd also nominate dedicated servers. Nobody misses the days of lag-switching or the game being unplayable because decided to put people from 5 different continents in the same match
I feel like endgame collapse got shafted. Maybe peeps don’t remember how the game was before that addition but that basically gave killers and survivors pressure and ended hour long games.
I think it's nice for folks to reflect on all the good changes that have come to this game. I started playing in the tail end of 2020 (sometime after Twins came out), and even then, I can confidently say the game is infinitely better than it was when I started. I remember days of DH making you invincible, getting hit directly off hook, getting camped by basement bubba... the game definitely still isn't perfect, but I think I'm at a point where I've recognized that it really really isn't that bad anymore. while the game should still receive all the criticism it needs, I think we're far past the days where we believe the game is dogshit, and that BHVR is terrible at their job. with all the changes in the 4 years I've been playing, I can confidently say that I think they have done a pretty good job so far
Ending gen tap was awesome! Adding the 2.5% was nice, the buff to 5% was great for a basic kick. I don't run regression perks, but I do run Unforeseen, which probably needs a nerf; the 5% helps
You forgot about the major change behind the scenes of them buying their rights to their game back from Starbreeze, allowing them full creative control. Wouldn't have gotten the store and earning characters without it, and looking at how the publishers are milking and ruining Payday 3 and putting Overkills name in the dirt, this was possibly the best thing they could've done. Period.
Yes the Hatch rework that made it to where Killers can completely deny the hatch from spawning at all. Totally fair and balanced. Sure it need changed but there's gotta be a middle ground somewhere like some kind of base-kit Unbreakable instead of requiring everyone to run a perk to fix the game like Borrowed Time.
Their best decision was the Halloween collaboration. I do not think this game would have gone this far without it.
True. It was Leatherface that got me excited to try the game. Then the Pig and Freddy right after blew my mind, I knew the game had a good future.
😂 that didn’t last long
Yeah but that would be more like Halloween's decision. I guess it was their decision to pursue licensed content, might be more accurate. Glad they said yes!
super surprised he didnt mention that. its the reason the game is so popular to this day
It was definitely leatherface such an iconic character; and then on top of that they gave him the best perk in the game (until a few years ago) which was BBQ. That perk was a MUST have back in the day.
So that was like 12 on my list. The reason it didn't make the cut is I actually checked the player count change at that time and it surprisingly barely moved at all. In fact Nemesis had a MUCH higher player count spike
Best completely irrelevant to actual gameplay change: giving killers unique chase music.
Thank you WatchMojo
thank you scottchMojo
omg... SCOTMOJO is REAL!
i think adding sable ward was a top 10 edge decision for the community
Me edging to fictional pixels on a screen instead of finding love irl
@Pyrax-Tunneled-You im omw to hookup w a chick rn i definitely recommend finding actual humans instead of gooning
@@apexspirit3793"chick" PLEEEASE just stick to gooning it's better for everyone that way
Sable has been the single worst survivor added to dbd period.
@@yeetmcskeet9533 leons exisr
This is cool and all, but I personally need more negativity in my Scott Jund DBD videos
Personal Bias Honorable Mention: Trapper being able to carry two traps at base instead of needing an add-on for it.
Also, being able to manually reopen traps on the ground instead of having to pick them up and replace them.
@@thehermitwizardoh my god.. lol I remember that. To be fair I still miss his old trap opening animation but that was so incredibly slow. So increasing the hooking animation time and the trap animation felt like easy mode for a while
@@thehermitwizardamen brother, amen
Eh, at this point he should have all his traps on him like trapper sack, plus being able to move them after placement
Basekit BT was necessary. I used to sell my joining a party with "Don't worry, I come with BT." It freed up a perk slot, so now I have 3 perks on survivor since Bond is locked in. But geeze, y'all remember mori-ing off 1st hook?
I can still mori at 0 hooks. Thanks Rancor.
Thats entirely different than what hes talking about @DillonMeyer
For me it is Windows Of Opportunity... I am terrible with remembering what is where and what has been used
Dang, Ebony was insanely powerful back then. Remember the original DH as well? Sort of like how Jund mentioned it, you'd just get a free boost to a pallet. It was even worse, though, in the fact that you could get to a window as well.
@DillonMeyer Not just Rancor, condemn Sadako playstyle too!
I wish not spamming that damn space bar to struggle was on this list
It was SOOOO much better after they got rid of the repeatedly (I believe) A-D struggling and the hook space bar. Take slightly too long to click a single space and you'd die.
the old map aesthetics always make me so nostalgic
top 10 best decisions in Dead by Daylight. Number 1: Nerfing The Pig
That's like 5 decisions by now lol
I want to make sure the community doesn't forget that many people were ultra-opposed to Basekit BT, and prophecised it would end the game or empty killer queues. Same for the anti-facecamp meter. There are still some very loud and very *dumb* members of the community that don't genuinely care for balance or fun.
The basekit endurance is fine in all scenarios but one:
During endgame. If the timer's ticking down, there should be no more mercy.
(I do still think if you get the anticamp self unhook in endgame you deserve the endurance)
@DillonMeyer you don't get anti camp in once the last Gen pops, but I think base bt is fine in endgame
@Soul_6002 I think the inverse should be true. No bt without the perk in endgame, but anticamp still exists.
@ Still don't agree that BT should turn off in endgame. Even then, it takes more than 0.1 seconds for normal players to pivot people in place for a body block, and it's never fun to be punished for someone else's poor save timing. I say this as a killer player that has had fantastic endgame back-and-forth; it does not rely on hitting one survivor during their unhook. It just involves trading hits between the under-cautious players. Usually all that happens is they make a sacrificial play and trade for someone else.
I think the hatch rework is one of the biggest swing and misses. The stand off thing is fine, but key escapes were fun. And to get a multiple survivor escape wasn't as prevalent as people made it out to be. Also, I thought those games where you knew there was a key was pretty fun.
Unpopular opinion maybe, but I think I'd put that on the biggest mistake list.
I'm shocked Flashlights were not included in this list! When they came out, Flashlights were insane and wouldn't be changed until the game director got a taste of his own medicine.
Also the seizures
That intro got me. It perfectly encapsulates everyones opinion of bhvr.
I can't believe the change to teachable perks didn't make the list. In the old system, I never dreamed of having every single perk on every single character, but now I do, and I only need to P3 new characters when they come out to do it again. By far my favorite change that bhvr ever made.
I expected 20+ minutes of Scott just silently staring into the camera, blinking every 53 seconds
My favorite part about medium vaults is the fact that many loops are designed with this mechanic in mind.
a mind blowing thing about it is how many loops were seemingly designed with this in mind BEFORE they made medium vault a thing.
I know the hatch standoff was terrible but I’m ngl seeing Marth back in the day outplaying stream snipers by pretending to leave and then grabbing them was absolutely legendary to witness.
Do top 10 bugs next
I really loved this video, it does feel great to reflect on some of the stuff we don't even think about that improved the game a ton
It's genuinely crazy to me how much of a nightmare playing killer must've been in the earliest days of DBD. I've heard all about the dozens of things survivors could exploit to essentially turn the game into a bully-the-killer-for-free-simulator, and wonder how anyone actually stuck through playing killer in the first place.
One of the reasons is simple: Players on both sides weren't as good. The other reason is also simple. It was still better than before.
there was a lot of exploits on the killer side too if i recall. like stbfl and unrelenting
As Scott said, the game was absurdly survivor sided overall back then. But a big reason it didn't die was because there weren't so many tryhards. Though yes, many tried to exploit some things, tons were more about the fun of the game over just trying to win. Tryhards and toxic people nowadays are the DbD's biggest enemy.
I only started playing about 3(?) years ago and remember eating 2 decisive strikes in an open exit gate back to back, along with old dead hard. it was so painful lmao
@@eweeweweweOld dh I get but protection perks in endgame were not really a problem. They only worked if the survivor wasnt dead on hook (obviously) and there were at least 2 more survivors alive to unhook otherwise it would just be a trade or a even a grab back then.
So allowing protection perks in endgame is absolutly fine. The survivors won at that point and shouldnt be punished for completing their objective. Same as killers shouldnt be punished by old hatch for killing a survivor.
It's quite simple. There shouldnt be free kills by default which we have currently nor should there be free escapes as we had it in the past.
No pitty kills no pitty escapes would be idea that bhvr just loves to always favor one side heavily.
Probably quitting this game was honestly underrated as shit
Dude, why do so many people like you say things like that? If you aren't joking, it's just so rude to just say that in a conversation about GOOD things. Better to say nothing here than say something absurdly disrespectful.
I think the addition of the archives /rift deserves to be on here as well. While it is a Battlepass, the fact that it’s priced lower than a full skin set is really nice at grabbing a ton of free stuff. I also like that it pays for itself if you finish it.
Started playing during Tome 4 back in 2020 and haven’t paid for a rift since then. Also, the addition do more ways to consume lore and added challenges within the game itself is always a nice thing for players to have
Battle passes are just using FOMO to drive sales. Most players won't wait to save their auric cells to buy the next pass and spend some on sales or other items too. Passes that award you its price back bank on the fact that people do that, but it also makes it more appealing to consumers since it "pays" for itself at the end. Overall increasing sales and locking content behind a constant paywall. Battle passes are not a good mechanic.
Archives causing people to throw matches -while funny - is probably not the best for the game's health
Another good change was also Double pallet change. Having 2 pallets at every loop made each L wall T wall HELL to deal with as a Killer on top or Vacuum being in the game.
When they let Wesker grab you thru a window you've already jumped out of or a pallet you've already dropped is the most rage inducing shit I've ever experienced
Absolutely infuriating. Happens to me every damn time.
To be fair to Wesker, now shortly after you vault, Wesker sometimes just smacks into the vault, wasting his power.
15:02 I wish more of the killer base would play that a 3K is a win, and not the slugging to bleedout in a desperate search for the 4th survivor. You're not going to be denied dinner if you don't get a full 4K in a single match, in an inconsequential game. What do you get for winning, anyway? Bloodpoints. What do you get for losing? Bloodpoints. *A 3K is a win*
I used to let the last survivor leave after figuring out my no way out it was always funny now there is the search for the 4th because of the mori people want to see the mori on every game its dopamine
True, I always stick to the rule of 2k is a draw, 3k is a win, 4k is cool but I'm not going to play SUPER aggressive for it all the time. The mori at the end is awesome but I don't need to see it 20 times. A lot of people on both sides go wildly aggressive when they're closer to wining or losing and its always baffling.
Their best decision was scamming people with skins, most humble Canadian thing to do 🥰
Those greedy players should be happy to give BHVR free money!!
They didn't scam them it was a region issue which prevented the skins from properly registering. You know BhvRs scamming is making overpriced skins, not not giving you the skin
I agree with this list pretty well. Surprised you didn't mention how gen tapping was even able to be done in a chase while barely losing any distance if you ended up running next to a generator.
Number one freddy fazbear
The worst decisions video was the last one btw
Ar ar ar ar ar
The Freddy Fazbear Night at Pizzaria for 5 Nights Until Dawn By Daylight chapter was really the best chapter. I still remember the time it released! Good times back then!
HM: changing struggle on hook from spacebar spam to skill checks
Honorable mention to adding totems! Sure totem some perks have been either OP or useless but the addition of totems added new play styles, build potentials, and was one of the only times it gave the survivors an alternative objective to do other than just generators
#1 was adding characters from other IPs. Game never would've taken off or stayed popular if there were weren't killers (and some survivors) from popular films and things
I love the new survivor hud for #7. Its especially great when I've been running the killer for 2 minutes and I haven't seen a single gen icon ❤️
☠️☠️
OMG the 3v1 matches..... i forgot allllll about those!!!!!!! and one of players would be a BLENDETTE with moon offering lol.
I once looped a Wraith on cow tree for 45 minutes, and after the match I found out it was a TTV that was streaming. He ended up posting a video explaining how ridiculous it was to be able to do this. I have tried to find the video throughout the years but I think it's gone.
I’ll never forget a match I had in solo queue. I was the random and the other 3 were a swf. We were doing really well, had one gen left and the killer only had 3 hooks. I left my gen to help a teammate who was being tunneled since I hadn’t been hooked yet, and ended up getting downed and hooked.
My other 3 teammates decided to let me die on first hook and not finish the last gen because they had a key. All 3 escaped in the killer’s face… I was so happy when the hatch change happened.
#1: Adding Scott Jund to the game
I'm P100 Trapper with 5k hours of DBD, don't tell me about good decisions.
Cheer up man, there's still the hope of a shirtless trapper skin 😂
@@Ghostkiller__166WHERES MY FUCKING HOOKED ON YOU TRAPPER SKIN
@Ghostkiller__166 thats already a thing with his newest skin if you don't wear the wolf mask
My number #1 was the removal of old dead hard, og dead hard was ridiculous it was so versatile just getting invincibility frames, you could even use it to glide over bear traps.
10 - 0:54
9 - 2:01
8 - 4:14
7 - 5:26
6 - 7:51
5 - 10:42
4 - 13:08
3 - 16:51
2 - 18:20
1 - 20:40
oh i forgot to do this ty!
2:37 I remember the backlash from the community for calling it the "Small PP Build" because that's how frequent that build was being used.
Yeah fixing that freaking “hatch appears early and 3 people escape” bullshit is definitely big. That used to piss me off so much. The little shits would gloat at you too in endgame chat like they accomplished something remarkable.
I still remember getting the achievement for all 4 players escaping thru the hatch in a game... While in solo queue! Before the hatch/achievement change.
Honorable mention to getting the achievement for being the last alive, but finishing the last Gen and escaping thru the door. Again while solo. Both are among my proudest accomplishments in my 2600 DBD hours😅
So glad pallet vacuum was included, was getting so ready to comment on the video the further i got
a 3man escape with a key at 1 gen felt worse than getting stomped and all 4 getting out.
Generally 3v1 at 1 gen was a reasonable situation for both sides, it would be like if the killer brought an add-on that just instamori'd everyone at 1 gen left if only 3 people were alive.
One thing they need to do, is make the blood web better. I've only recently started playing dbd, have been watching it since it's release. And the current blood is pain, it takes forever to burn the bp if you have full capacity or a lot of rewards and tomes. It's also really annoying how sometimes you just won't get the add-ons you want. I love to make dbd scary so I really like to play scratch mirror myers, and lavalier dredge to just make the game funnier. But I feel I find iri add-ons more often at times. I know it got a revamp a while ago and heard how absolutely horrendous it was at first. Didn't really see it that much because content creators would always cut it out.
I've just realized the game's almost a decade old now, fuck me.
What's more scary is the game is this old while the main progression points stays the same, outdated design.
old coldwind looks so good and actually scary compared to new
Would rather see another 20 min vid shitt1ng on them, but I can respect the variety in content and fairness
One change I loved was the ability to buy characters through shards. You used to have to buy everything with bare money, but they turned way less greedy when they let people start buying characters, though just original, with a game-earned currency.
I think I'd raise the hatch changes to just the entirety of the Endgame collapse, as that's where most of the hatch changes came from.
The endgame collapse removed hatch standoffs and also forced the survivors to leave instead of just endlessly going back to save their teammates or tagging relentlessly at the gate until they got bored. It also stopped matches from going on for an eternity because of both scenarios listed above. I think the endgame collapse was one of the best things BHVR added to DBD, and I can't think of anyone who disagrees with that.
I miss the old hatch kinda.
I know that I hated it at the time, the balance of it was just dumb when abused by prepared teams, but it was the only "alternative win condition" the game ever had. Also it prevented the "well 2 people ragequit while we're at 3 gens, guess the game is over". I hate the "go next" feeling in a game where you just kinda hang aroung and wait for your loss for 10 minutes. I wish they cooked up something better with hatch rework instead of a silly dice roll, but it is what it is.
Keys still mostly useless too, but that's a whole another topic.
Oh god yes, the HUD updates -- I'm still trying to just forget when they put the survivor icons in the very top left corner, inconveniently out of the way
My top10 no order.
1. End game collapse. Fixed endgame stall.
2. Cross Platform. Helped Que times.
3.Gave Killer Collision. Fixed an exploit where survivors would run through the killer.
4. Hex Ruin nerf. Personal reason :)
5. 2v8. Greatest event/mode DBD ever seen.
6. BNP & Momento Moris original nerf. Seriously broken items.
7. Exhaustion. Balanced and limited broken loop combination that was already considered infinites.
8. Making BP & perks more accessible / Fixed Prestigeing from consuming every item/offering.
9. Decreased the time required for pick-up/Hooking. Sabo & Flashlights was more oppressive than any recent Survivor meta.
10. Pallet Vacuum Change. Survivors was getting broken amount of distance with the old mechanic.
You have to be more specific about ruin, some people consider the old change a nerf
@Leaf__22 I'm referring to Ruins original nerf. Some perks are so powerful... they change the way people play DBD like DH. Killers learned to be patient. Ruin was causing "gen tapping" when it was never a strat before.
Also, feel like the iconic perk made DBD more repetitive. Nearly every Killer ran Ruin. Nerfing the meta at the time was a breath of fresh air imo.
@SweetLeavesXbox1 new ruin was better against experienced players so not really a nerf
@@Leaf__22new ruin was also more healthy for the game overall and relied on the killer actually applying pressure to get value
I was waiting for the counter-part. Thanks, Scott :)
basekit borrowed time and the survivor hud is the reason I didn't quit after the first like 100-200 hours I put into the game
Scott, one of the best things that happened was before your time. Originally, you could sabo a hook and it would NEVER come back (except for the basement). That was an absolute nightmare for killers. You pretty much had to hold a 3-gen near the basement just to win. It was awful. They changed it, thankfully.
Oh....and you could mori someone before hooking them at all if you used the offering. Imagine being downed in the first 10 seconds by a Billy and game over. SMH
It's funny, when I saw you listed survivor HUD as 7 I thought it was crazy. I watched until the end and damn, yeah, you're accurate on that sir. LOL
Cant wait for the top 10 decisions that are real and its just scott going "yeah this happened" and then ending
You had the funniest opportunity to be like "I'll get back to you when there's ten."
i remember a month or two ago seeing a video from someone genuinely arguing that hatch spawning in early was actually a good thing because it punished killers that tunneled
I do think conspicuous actions didn't really make sense at first because gen tapping was a thing. Now that gen tapping doesnt work, it makes a lot more sense.
My prediction came true. YT analytics says this video is performing worse than the 10 worse things: in before the obligatory 3rd video "Everyone only wants to watch drama"
i saw the video length and that gag still got me at the beginning
Interesting. I would have put money on #1 being the grind reduction. They did this step by step, first reducing the size of the bloodweb, adding daily rituals, tomes, and finally the bp costs being reduced, and prestige/teachables being reworked.
i remember when you could place traps underneath hooked survivors
if i remember right the logic behind hatch spawns back then was ‘one gen completed more than the number of survivors alive’ so if all 4 were still alive you had to do all the gens, if there were 3 you only had to do 4 and so on.
13:10 I do what Clown is doing, block hatch when there's 1 survivor remaining with 1 gen, to force them to complete the gen and escape through the gate for their Left For Dead achievement. I'll sometimes make it a challenge to line it up so it does happen, and that can be trickier than a measly, run-of-the-mill 4K. I can get a 4K almost any time, 91% of the time in fact and 8-Hooking it _(I keep saying, skill 8-Hooks the 4K, it doesn't tunnel)_ but I can't always get a survivor's Left For Dead achievement -- that's usually when they just die too quick. I'm not gonna wait around for 3 gens or whatever the circumstance is, this killer challenge takes in-game patience, but you do get a mess load of points!
best decision = adding the unknown
not having basekit shadowborn on the list is a crime
Jeez, watching those older Clown disorienting effects with the bottles, omg, getting dizzy.
I wonder which of the two counterpart videos will perform better
obviously the negative one. people love shitting on behaviour lmao
100000% AGREEE ABOUT THE HUD IM A FK KILLER MAIN AND EVEN I AGREE WITH THAT BECAUSE THATS WHY I HATE PLAYING SOLO SURVIVOR NOW I CAN FINALLY PLAY SURVIVOR EVEN WITHOUT FRIENDS
Hiding prestige level in pre-game lobby is my personal favourite. Putting the time and effort into levelling up your favourite character and not being able to use them because killers would dodge was so ass. Swf’ing with 4 P100’s was impossible
really wanted to see how that clown match ended, damn you scott jund ✊
Very good list. I’m surprised that Cross Play isn’t even an honorable mention but these were still solid choices
19:23
"you cant outplay someone teleporting through a pallet"
nurse screeching intensifies
The only problem with #6, was that they removed anti-tunnel stacking, so now turbo-tunnelers just know to hit you off hook, and you are guaranteed down in 1 more hit. Having multiple sources of anti-tunnel Endurance was better for making Killer get frustrated and actually penalized for chasing the person on hook. Deep Wound should either not be applied from anti-tunnel Endurance, or not prevent anti-tunnel Endurance from working. They have the codebase to make Mettle of Man work during Deep Wound, so they can simply apply that to all anti-tunnel Endurance sources.
With #4, maybe this only entered the public's mind after the K/E drama, but Hatch counts as a tie, not a Survivor win. That means in a 3 Hatch out, the Killer wins the match. (K+T+T+T is net K) With that in mind, that also helps disincentivize early kills, because then you can have the next people be death hook, and kill the Key holder of the match first. Everyone else is too panicky to group up for Hatch (since they are 1 hook away from oblivion), then you win normally with a 3K1T (Hatch escape) anyways.
I get wanting to prevent people from dying right away, but giving people multiple free health states is a very hard thing to balance and account for. You can also abuse it very easily to make the other side miserable, even when they wouldn't be tunneling. Either way, instead of punishing people for doing X you should reward them for doing Y instead. Being punished just makes people play around whatever they're trying to do, but being awarded or incentivized positively to go and do something else feels far better for both sides.
@@darkodom Except you really can't abuse this if either us or the dev team put 3 seconds of thought into it. The only possible issue is bodyblocking with Endurance, but they also have the capability to remove collision (post-hit, long time Victor play for Charlotte), so just have Endurance remove collision and the 'abuse' is immediately fixed without effort. The Killer knows who was on hook, and who was the rescuer, and can always take that choice to chase the rescuer. Conspicuous Actions still exist to remove all Endurance, so it isn't like old DS where it could run amok. I guess the issue is I've seen how they have rewarded Killers for 'playing nice' (gen kick meta), and there are still people who go out of their way to do things like 4 minute flooring. The carrot hasn't been working, the stick, sadly, has to be used. If less people were sweatlords, then maybe the idealistic solution would work, but sadly, that isn't the case.
I loved the vaccum pallet removal. If only they'd get rid of the vacuum pallets.
Now we need Top Ten Decisions BHVR never did but should have done a long time ago. I'll start:
1. Survivors HUD to see each others perks and items. (well, duh, the most obvious one)
2. (my personal) Not solving gen-kick meta/slowdowns meta the same way they solved exhaustion perks for survivors. Like, come one, it's literally the same problem of stacking multiple perks of the same type. Instead of nerfing them to the point that half of them became unusable on most killers yet still having the problem of OP 4 slowdowns Nurses/Blights. Bring slowdown perks to their old glory, rework or maybe even buff some of them but make it so killers can effectively use only one of them. Bring me back my sweet-sweet release PainRes with infinite uses, but no stacking. Used PainRes? - No deadlock, no pop, no DMS, no grim embrace etc. Kicked a gen? Only one perk applies. Pop, erruption, call of brine or overcharge - choose one.
That sounds EXTREMELY punishing and very unfun. Slowdown perks and exhaustion perks are two very different things and trying to balance them similarly would be both hard and unenjoyable for players.
Lmao that shit at the start got me too good
incredible thank you scott
Honorable mention: Skull merchant, the killing of.
Saying “the addition of Shattered Hope was the best decision bhvr has ever made” is pretty bold, but I respect it
12:00 holy cow I forgot about that bus of pain. DOUBLE WINDOW AND DOUBLE PALLET????
The best thing they could do is make a overwatch 2 play and get rid of that shitty ahh spaghetti code
unironically, yeah
Bro hasn’t seen the current state of ow2
@ they’re completely different games, the current state of overwatch is because the devs and executives of blizzard are stupid
@@Theoriginal-oneandonly
You can blame Activision for that mismanagement
@@AdrianMartinez-nv7bf In fairness, there's no guarantee BHVR would do that. They're literally scamming people out of money with the Junji Ito collection, so I wouldn't trust them to take the money and make a new game in a way that won't fuck up the old one
Yeah lets face it most of these sshould haveen there since day one OR not taken literal years to fix it, even the good changes just show how bad bhvr is at balancing this game
I know EGC didn't make the list, but i do want to speak on it for a moment, for those of you who weren't playing back the , EGC ended one of the most frustrating end game scenarios possible in DBD. Hatch Standoffs. In old dbd, survivors didnt instantly use hatches, there was a little 2-ish second animation that played of them jumping in, during which, a survivor could be grabed like they were slow vaulting a window. So, god forbid you are chasing the survivor and you both reach it at the same time because then comes the staring contest. If the survivor tried to escape, you grab them, if you hit them, they escaped during the cd of the hit.... Do you see where this is going? Yep, imagine standing there, waiting, for more than an hour, hoping the other sode is going to do anything but waste more time. It, truly, was among my very least favorite interactions in DBD and the hatch and EGC changes are, to this day, some of my favorite gameplay changes because of it.
personally my biased take is adding the spark of madness chapter since feng has been my main ever since 2018 and old doc was one of my first killer mains. also i swear i remember the 3man spawns into early 2019
21:00 actually. 21:05 actually. 21:10 REALLY actually. Definition of 'actual': Oxford- "Existing in fact." 'Real' definition (Oxford) : "Actually existing." Excellent example of modern conversations.
Go outside
I'd also nominate dedicated servers. Nobody misses the days of lag-switching or the game being unplayable because decided to put people from 5 different continents in the same match
I feel like endgame collapse got shafted. Maybe peeps don’t remember how the game was before that addition but that basically gave killers and survivors pressure and ended hour long games.
I think it's nice for folks to reflect on all the good changes that have come to this game. I started playing in the tail end of 2020 (sometime after Twins came out), and even then, I can confidently say the game is infinitely better than it was when I started. I remember days of DH making you invincible, getting hit directly off hook, getting camped by basement bubba... the game definitely still isn't perfect, but I think I'm at a point where I've recognized that it really really isn't that bad anymore. while the game should still receive all the criticism it needs, I think we're far past the days where we believe the game is dogshit, and that BHVR is terrible at their job. with all the changes in the 4 years I've been playing, I can confidently say that I think they have done a pretty good job so far
Ending gen tap was awesome! Adding the 2.5% was nice, the buff to 5% was great for a basic kick. I don't run regression perks, but I do run Unforeseen, which probably needs a nerf; the 5% helps
@@themr_wilson I don't really see Unforeseen needing a nerf, I mean yeah it's annoying indoors but you could say the same for trails.
Unforseen is fine- It’s literally just Trail where you trade information and possible duration for reliability. It doesn’t need a nerf.
Hatch changes were in 2019? Could have sworn it was in 2020.
Rip Heist Ace, you will be missed. Key, hatch, leave. 😭
You forgot about the major change behind the scenes of them buying their rights to their game back from Starbreeze, allowing them full creative control. Wouldn't have gotten the store and earning characters without it, and looking at how the publishers are milking and ruining Payday 3 and putting Overkills name in the dirt, this was possibly the best thing they could've done. Period.
Oh shoot I just got back in after a couple years, basekit borrowed time’s awesome
And now the ten most divisive decisions BHVR has ever done. :D
ScottMojo can you make a top 10 maps video
Always funny hearing people complain that hatch favors killer. Like you said, thats the point.
Yes the Hatch rework that made it to where Killers can completely deny the hatch from spawning at all. Totally fair and balanced. Sure it need changed but there's gotta be a middle ground somewhere like some kind of base-kit Unbreakable instead of requiring everyone to run a perk to fix the game like Borrowed Time.
Now we just need bhvr to make killer side feel more rewarding