Top Ten Changes Dead by Daylight Needs

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  • เผยแพร่เมื่อ 2 ก.พ. 2025

ความคิดเห็น • 758

  • @CaptainCastle
    @CaptainCastle 18 ชั่วโมงที่ผ่านมา +658

    Future generations will condemn us for not stopping him before he built his despotic top 10 empire

    • @ryebred6470
      @ryebred6470 17 ชั่วโมงที่ผ่านมา +48

      his top tempire, perhaps

    • @leonardosa_a
      @leonardosa_a 15 ชั่วโมงที่ผ่านมา +9

      I put that in "4" of my "Top 10 future problems"

    • @churchwhiskey4732
      @churchwhiskey4732 15 ชั่วโมงที่ผ่านมา +5

      @@ryebred6470 you're fired

    • @ryebred6470
      @ryebred6470 14 ชั่วโมงที่ผ่านมา +2

      @@churchwhiskey4732 i deserve that

  • @russellfitzgerald2957
    @russellfitzgerald2957 18 ชั่วโมงที่ผ่านมา +509

    You forgot to add something, when you get off a gen sometimes and get a skill check at the same time the generator explodes with no chance to complete the skill check which can be very frustrating sometimes. An easy simple change would be to make survivors able to complete skill checks when not on the generator much like an overcharge skill check works.

    • @earlysteven123
      @earlysteven123 18 ชั่วโมงที่ผ่านมา +21

      Yes! Preach!!!!

    • @springtrapnibba
      @springtrapnibba 18 ชั่วโมงที่ผ่านมา +10

      No because imagine ur rushed up Gen by a killer and still able to do ur skill check removing apart of killers pressure.

    • @xIronwafflexx
      @xIronwafflexx 18 ชั่วโมงที่ผ่านมา +55

      They just need to remove let go skill checks. I'm pretty sure that is something they added years ago with old ruin, because people would just tap gens to avoid skill checks, so they added let go skill checks to combat gen tapping. The thing is, gen tapping isn't a thing anymore and let go skill checks are no longer needed.

    • @searchingstuff
      @searchingstuff 18 ชั่วโมงที่ผ่านมา +4

      That's intentional. Part of the horror and stress element of it.

    • @springtrapnibba
      @springtrapnibba 18 ชั่วโมงที่ผ่านมา +3

      @xIronwafflexx Gen lose like 5 or 10 % on a failed skill check with current Gen speeds they still are relevant

  • @DarknessAmongUs
    @DarknessAmongUs 16 ชั่วโมงที่ผ่านมา +112

    About the bp cap, their reasoning is they want you to grind when new killers come out. They're trying to keep retention up. There's no practical reason, it's just developer intent mixed with live service obligations

    • @pickleplayer33
      @pickleplayer33 15 ชั่วโมงที่ผ่านมา +19

      Yea many of the reasons for these odd design decisions clearly come down to this, like perk tiers. Like Scott said, when people get good at the game they tend to move on, so they want to add more grind so it takes new players longer to unlock their "full potential."
      The reason is money

    • @tomwhite7022
      @tomwhite7022 13 ชั่วโมงที่ผ่านมา +2

      I get it but anyone who grinds bp that much is clearly gonna come back to the game

    • @apocalypseap
      @apocalypseap 10 ชั่วโมงที่ผ่านมา +2

      If people have to earn their BP anyway, this is just negative reinforcement. It's not good will towards the player. It's an annoying mechanic that may have served its developer-intended purpose for the first year of the game, but it's been 8 years at this point. The limit makes no sense anymore.

    • @J4Y-y2k
      @J4Y-y2k 4 ชั่วโมงที่ผ่านมา +1

      It was also due to there anti cheat being really bad in the past. There was a point you could modify blood points with cheat engine.

  • @Croutonking65
    @Croutonking65 17 ชั่วโมงที่ผ่านมา +175

    I thought you’d mention this cause of the Castlevania menu background, but I really wish they’d give us the ability to customize the lobby. I really liked the RE, Castlevania, and Iron Maiden ones and once the chapter stopped being new, you just never see it again

    • @ScottJund
      @ScottJund  17 ชั่วโมงที่ผ่านมา +107

      Thats a cool one just not top 10 worthy IMO

    • @wjzav1971
      @wjzav1971 15 ชั่วโมงที่ผ่านมา +2

      I wonder if its a license issue with some.

    • @lupin2589
      @lupin2589 15 ชั่วโมงที่ผ่านมา +2

      Give me back the Attack on Titan lobby ;_;

    • @benz0988
      @benz0988 14 ชั่วโมงที่ผ่านมา +4

      what you are suggesting is just a "visual" thing however scott has been covering only gameplay quality of life suggestions.

    • @xLWxPhantom
      @xLWxPhantom 14 ชั่วโมงที่ผ่านมา +4

      ​@@ScottJund Top 10 feel good changes 🤔

  • @Wolfclanxp
    @Wolfclanxp 17 ชั่วโมงที่ผ่านมา +57

    We listened to your proposals and it is something we are considering in the coming years.

    • @Elle_Emenopy
      @Elle_Emenopy 11 ชั่วโมงที่ผ่านมา +3

      YEARS?!?!? God that Q&A was awful

  • @zhidoc
    @zhidoc 17 ชั่วโมงที่ผ่านมา +46

    0:36 10. AFK crow Anti-collision
    1:49 9. Toggeable auto-aim
    3:25 8. A "give up" anti-slug feature
    5:53 7. Bloodpoint cap removal
    7:16 6. Anti-facecamp meter on HUD
    8:30 5. Shrine of Secrets
    10:45 4. remove perk tiers
    12:45 3. visible teammate perks
    14:59 2. props system
    17:24 1. map balance

  • @wubwubdododo5656
    @wubwubdododo5656 18 ชั่วโมงที่ผ่านมา +120

    auto-aim is a giga hindrance on console as well.

    • @josephatkinson6280
      @josephatkinson6280 17 ชั่วโมงที่ผ่านมา +26

      Seriously and I feel like it's been worse since the new update. Survivors tbag and emote thinking they actually did something when in reality the game saved them. Shit is annoying AF.

    • @ledgrayson7267
      @ledgrayson7267 11 ชั่วโมงที่ผ่านมา +6

      I play on console and yes I've been screwed by auto aim so much.

    • @jinxdbd
      @jinxdbd 11 ชั่วโมงที่ผ่านมา +5

      ​@@josephatkinson6280it's been much worse since the new update lol

    • @dineez627
      @dineez627 9 ชั่วโมงที่ผ่านมา +3

      Fellow console player here. Can confirm auto-aim homes me in on the most op survivor, known as the wall. No content creator has defeated him yet but maybe one day.

    • @myseriandbd8549
      @myseriandbd8549 8 ชั่วโมงที่ผ่านมา +2

      I'm a console player and I approve this message. Seriously, on console I feel like I think to myself "WHEN ARE THE DEVS GETTING RID OF AUTO AIM" so much more than "Wow auto aim really helped me get that hit, I'm so glad it's in the game!" actually I don't think I've ever thought to myself I'm happy it's in the game.

  • @shadowofthesilver
    @shadowofthesilver 16 ชั่วโมงที่ผ่านมา +37

    DbD mobile’s prop system gave you a currency that could be used to get skins for free (as well as notifying the player who received props), which I think is a great incentive. A rotating selection of skins you can get for free by being a good sport sounds good to me.

    • @melissayeti
      @melissayeti 14 ชั่วโมงที่ผ่านมา +5

      yesss i do think you should be given shards for x amount of thumbs up or something

  • @bumbleb9534
    @bumbleb9534 14 ชั่วโมงที่ผ่านมา +8

    I think an important unforeseen aspect of removing perk tries is the increased perk options it provides the devs. Every perk that’s added needs to have some number value that can change as it tiers up. No perk tiers means you can have perks that are very simple in that way.
    Also: I think the main reason you can’t choose shrine perks is because many people buy characters just to hit prestige once and get their perks on a character they want. Clown sales would drop sharply if you could just buy pop without owning him

    • @melissayeti
      @melissayeti 13 ชั่วโมงที่ผ่านมา +3

      i do agree with removing tiers to help with the god awful spaghetti code. help lessen the game from bringing in bugs every update

  • @anthonydoty5952
    @anthonydoty5952 18 ชั่วโมงที่ผ่านมา +33

    Trust me console players want to get rid of auto aim/aim dressing as well.

  • @kuru9157
    @kuru9157 18 ชั่วโมงที่ผ่านมา +45

    A good QoL change would be to give more in-game info about perks. Tell me when the person healing has autodidact. Let me know if the person on the hook has camaraderie. If someone on the ground has an active soul guard give some indication that I shouldn't pick them up. If my teammate's distortion of OoO actives show it in-game.
    This would go really well with the perks visible in the lobby.

    • @blenderowski6968
      @blenderowski6968 12 ชั่วโมงที่ผ่านมา

      you can actually tell the person on hook has camaraderie because it lights up blue next to your perks when you're in range, but you have a good point

    • @jinxdbd
      @jinxdbd 11 ชั่วโมงที่ผ่านมา +2

      I actually don't agree with this one. These things should come down to game sense and you should be able to pick up on these after a while of playing as it comes with time.

    • @zero-jm7ok
      @zero-jm7ok 10 ชั่วโมงที่ผ่านมา +2

      ​@@jinxdbd the problem with the game sense argument is that there are just too many perks for the average player to even have knowledge about.
      I look at this suggestion the same way I look at the player action HUD additions. It simply improves the solo queue experience which can still use some QoL. If you're in a SWF, your group would likely already know who's running what perks.

    • @jasontriplett1041
      @jasontriplett1041 3 ชั่วโมงที่ผ่านมา +1

      @@jinxdbd Eventually, perhaps, but we have to consider the on-boarding experience for new players trying to learn the game. Sure veterans with hundreds or thousands of hours can identify some/most perks via context clues but for those under the 100 hour mark it is unreasonable to expect them to Identify up to 16 survivor perks and/or 4 killer perks in each match.
      There are currently 149 survivor perks and 127 killer perks in the game. That makes for a whopping 276 perks in total, a number that will only grow and grow as more and more content is added to the game. Add on to that 38 different killer powers, which are only further complicated by add-ons which have the potential to VASTLY change how even a single killer functions. Take the difference between a Scratched Mirror Myers vs one with Judith's Tombstone. Same killer, wildly different play-styles to try and counter.
      For a bit of background, I'm on the newer end of the player spectrum experience with a couple hours shy of 300 hours under my belt and the last time I played was while Wesker was the newest killer. As someone who enjoyed playing both sides and lacked anyone to play with consistently, I can tell you with absolute CERTAINTY that the new player solo survivor experience is absolute garbage. I have a job and a life outside gaming which leaves me without the time to truly master the game like streamers and those who don't have to pay bills/rent or put food on the table can. I would love to come back to the game but I would be a hindrance to the team as a survivor and playing nothing but killer just isn't appealing to me.
      As far as game sense is concerned, there is already PLENTY to learn about the ebbs and flows of a match, how to run certain loops on specific tiles, how each of the TWENTY FOUR different realms plays (each with a number of variants), the list goes on. SWFs already know what perks each of them are bringing anyway so the game sense argument is a moot point anyway. The only thing this does is give solo players more information to help bridge the solo/SWF gulf that is plaguing this game, something which can only help the longevity of the game.

    • @jinxdbd
      @jinxdbd 3 ชั่วโมงที่ผ่านมา

      @jasontriplett1041 @jasontriplett1041 I don't mind the game showing allies perks, I don't want the HUD or anything like that cluttered all to hell. If anything that'll make the experience worse because it'll be overwhelming for new players. It'll be information overload.

  • @BigNeppy
    @BigNeppy 18 ชั่วโมงที่ผ่านมา +32

    The TOP TEN situation is CRAZY

  • @cUrsaFGC
    @cUrsaFGC 18 ชั่วโมงที่ผ่านมา +108

    It needs a competing title to even pressure Behaviour into implementing QoL changes

    • @CreamFacial
      @CreamFacial 18 ชั่วโมงที่ผ่านมา +8

      Even if there was a competitor I doubt it would change things due to game development tax bullshit in Canada letting them sit on their ass doing nothing.

    • @cUrsaFGC
      @cUrsaFGC 18 ชั่วโมงที่ผ่านมา +5

      @CreamFacial despite the tax credit, if there was another title that started siphoning players and money away from their game, they would definitely still feel the burn.

    • @regularpineapple8918
      @regularpineapple8918 17 ชั่วโมงที่ผ่านมา +2

      Would be nice but I am not really hopeful. Every single one of their competitors failed for one reason or another (I still miss Friday 13th)

    • @snewp_e2139
      @snewp_e2139 17 ชั่วโมงที่ผ่านมา +1

      @@cUrsaFGCit’d siphon players away for like 1 or 2 months and then they’ll all flock back to dbd. They’ll probably have a really good patch during that time period along with a bloodhunt but thats it

    • @cUrsaFGC
      @cUrsaFGC 17 ชั่วโมงที่ผ่านมา +1

      @@regularpineapple8918 Friday the 13th never reached a playable state.

  • @PhantomTFP_
    @PhantomTFP_ 18 ชั่วโมงที่ผ่านมา +31

    As for the slugging part, back when I started playing when it said "find help" I'd think there'd be stuff on the map that can help me back up, I can see a feature where if you reach that point of your recovery, x meters away this "thing" would spawn in and be highlighted to you, still forcing you to crawl towards it to help yourself up. That doesn't fix all issues but at least it gives more reason to recover and gives you something to do as you're on the floor

  • @emonte8148
    @emonte8148 14 ชั่วโมงที่ผ่านมา +9

    it took me like 2 minutes to realize dwight wasn’t actually looping anyone

    • @Lgbtrp3doz
      @Lgbtrp3doz 2 ชั่วโมงที่ผ่านมา

      😂❤

  • @echologic3918
    @echologic3918 9 ชั่วโมงที่ผ่านมา +5

    The reason that the Shrine of Secrets doesnt let you select what perks you buy is because then people could just wait 3 weeks to get all DLC character's perks instead of spending 5-10 bucks to buy the DLC.

    • @MarcoPoloFFX
      @MarcoPoloFFX 5 ชั่วโมงที่ผ่านมา

      most games just make it so you cant buy the newest stuff for a patch or two or until the next set of characters come out

  • @davyespectador
    @davyespectador 15 ชั่วโมงที่ผ่านมา +16

    6:05 IIRC the reason the cap was added to the game is because in the old days, you could go to the game files and give yourself as many bloodpoints as you wanted by editing some .txt. So, as a lot of other features are, the bloodpoint cap is a bandaid fix that has outlived its usefulness

    • @natehertel9612
      @natehertel9612 9 ชั่วโมงที่ผ่านมา

      its also good for player retention. If i had 90 mil bp (which i would easily by now, I have over 1.5 billion earned on my account) then i wouldnt even load up dbd half the time. Getting literally nothing but shards isnt good for retention. Its not a lot of player retention but it definitely helps a ton of people. Bloodhunt? go play dbd and keep cycling your bp. Bloodhunt but you have 90 mil saved? "ahh who cares, back to apex legends"

    • @MarcoPoloFFX
      @MarcoPoloFFX 5 ชั่วโมงที่ผ่านมา

      @@natehertel9612 if youre only playing when there are bloodhunts how often are you really playing and if youve played and have 90 mil saved youve obvious played a lot and they have retained you....at the very least if i have to sit here and spend bp to rotate it make it faster (i know they recently sped it up but still)

  • @travisistired7400
    @travisistired7400 18 ชั่วโมงที่ผ่านมา +12

    About addons for newer players: what if bhvr marked some high profile addons across killers that have huge effects (tombstone myers, engineer's fang cenobite, iri head/coin/pinky finger, etc,.) and added a screen to the end loadout area that showed you a "notice something different?" screen with the description of the addon + a tldr of its effects, maybe even making it the highest priority/first screen you see with a button to click to go to the next page "once you understand" for the first 2-3 times you face certain addons. All that would need to be done is reuse the addon descriptions and maybe take an hour to summarize them.
    I feel like this would help to alleviate a huge problem for new survivors, as I have been teaching my friends to play and while they're getting the hang of perks, addons are an unsurmountable thing to understand at first, and they don't want to spend 10 minutes picking through the killers builds to search for one specific thing.
    This would help so much with what is the inevitable influx of new players for fnaf's release.

  • @jesusseinpferd__9628
    @jesusseinpferd__9628 15 ชั่วโมงที่ผ่านมา +11

    Give us a Ingame stat tracker. Looking at stats is so much fun.
    I wanna see all the random shit i did. Kills, escapes, Win rates on certain maps, perk usage etc.

    • @willowandluka5302
      @willowandluka5302 12 ชั่วโมงที่ผ่านมา

      This would be one of the easiest things to add to the game. It’s surprising it hasn’t been done yet

    • @jesusseinpferd__9628
      @jesusseinpferd__9628 ชั่วโมงที่ผ่านมา

      @@willowandluka5302 its crazy to me

  • @danthedelicious247
    @danthedelicious247 17 ชั่วโมงที่ผ่านมา +43

    My quick thought for anti slugging would be after say 60 seconds you can trade a hook state to pick yourself up, and if it would be your final health state it kills you instead

    • @deadbydaylightdaily5455
      @deadbydaylightdaily5455 14 ชั่วโมงที่ผ่านมา +5

      Literally buffing slugging

    • @danthedelicious247
      @danthedelicious247 14 ชั่วโมงที่ผ่านมา +6

      @deadbydaylightdaily5455 how exactly? If nothing gets implemented you just lay on the ground and bleed out anyway so either way the Killer gets the kill, this at least gives survivors a chance without making it abusive by the survivors

    • @mcahtme2977
      @mcahtme2977 14 ชั่วโมงที่ผ่านมา +2

      As a killer I can agree to this

    • @deadbydaylightdaily5455
      @deadbydaylightdaily5455 13 ชั่วโมงที่ผ่านมา +6

      @ It would just make slugging even stronger than hooking. Why bother hooking the survivor if they could burn their basekit unbreakable in exchange for a hook state? And if they dont want the hook state they wil have to need a teammate help, which is by default a big slowdown. Now, if there was no bleed out then sure, it's a good mechanic, but survivors die in 4 minutes. Your suggestion only makes sense if there's no bleed out whatsoever.

    • @danthedelicious247
      @danthedelicious247 13 ชั่วโมงที่ผ่านมา

      @deadbydaylightdaily5455 I think my view is more that if you are left slugged for a minute high chance the killers just going to bleed you out anyway or hook once all 4 survivors are downed so why not trade a hook state for a chance? I guess a different alternate for hook state could be after X amount of time you pick yourself up in the Deep Wound State instead, and yeah i do think bleed out timers could use some tweaks

  • @evancalgary7684
    @evancalgary7684 18 ชั่วโมงที่ผ่านมา +19

    the fact that SBMM changes/ removal isn't on here is wild its almost exclusively the reason alot of people quit the game cause it dosent work and is completely broken

    • @alexquinn9627
      @alexquinn9627 17 ชั่วโมงที่ผ่านมา +3

      Considering how useless their previous ranking systems were, I'd rather they not mess with it too much.

    • @blenderowski6968
      @blenderowski6968 12 ชั่วโมงที่ผ่านมา +2

      @@alexquinn9627 Honestly the old rank system (when it was coloured) and SBMM could work together, because now sometimes I get teammates that have 100 hours (i have 1k hrs) and sometimes 5k or more. And Killers usually are on my level, which either is a free win for them or an easy match for us. Before they implemented SBMM I had people usually my level, even though we all had rank 1.

    • @Flotter-Flo
      @Flotter-Flo 5 ชั่วโมงที่ผ่านมา +1

      @@blenderowski6968 You will never beat an actual good Killer who cares about winning in soloQ... ever. Doesn't matter how good the survivors are. Good killers can only be beaten through coordination.

  • @UltraRow
    @UltraRow 18 ชั่วโมงที่ผ่านมา +14

    Aim-Dressing is the exact same on console, helps with nothing and is just a massive hindrance whenever it comes into play, witch is a shame because console is the place it's needed the most, It's so frustrating

  • @crimso_nn
    @crimso_nn 9 ชั่วโมงที่ผ่านมา +2

    I like the randomness of the shrine, but increase choices to 6 and blacklist perks from free characters

  • @drew0804
    @drew0804 18 ชั่วโมงที่ผ่านมา +32

    I hope there is a competitive counterpart to DBD that will essentially force DBD to implement not just nice QoL changes but also fundamental gameplay changes to the gameplay loop to make the game fresh and compelling to play. Right now we are seeing the whole Overwatch vs Rivals competition essentially forcing the hand of overwatch to make fundamental gameplay changes. Same thing could apply to DBD.

    • @HexFemboy
      @HexFemboy 18 ชั่วโมงที่ผ่านมา +3

      That's what I was really hoping for with stuff like Evil Dead and VHS. The problem is that DBD has such a stranglehold on the genre that they don't really have any motivation to make changes because they're still making tons of money. There needs to be some real competition if they're ever going to be forced to compete.

    • @apocalypseap
      @apocalypseap 10 ชั่วโมงที่ผ่านมา

      That DBZ game looks kinda cool but definitely not in the same wheelhouse thematically lol.

  • @Missekasse
    @Missekasse ชั่วโมงที่ผ่านมา +2

    I'm all for it but here's the corporate view :
    Bloodppoint cap:
    You've got all the bp to level up a new character and get the perk right away, or, you need to grind to get all the perks and stuff you need for that new character.
    Bhvr wants you to play their game as much ad possible so why would they remove the grind?
    Shrine of secrets: if you can get the strongest build right away, or like you said in 4 weeks, what's the point of spending real money? Of course they want you to get impatient and buy the perks yoi want with real money, of course they want you to grind shards for the next perks in the rotation, especially from newer players that don't have shit, they re more likely to pay because it is so frustrating.
    You are thinking like someone with morals and common sense, you need to understand it's a company that wants high numbers and money

  • @Sekavuus
    @Sekavuus 18 ชั่วโมงที่ผ่านมา +33

    Number 1 is a naked Myers, I know it without even watching the video

  • @themr_wilson
    @themr_wilson 14 ชั่วโมงที่ผ่านมา +5

    Completing level 50 in the bloodweb, why does it cost another 20,000 to prestige? I've never understood that. It's another 2M bloodpoints to P100 in that completely unnecessary cost

  • @bobjackson7157
    @bobjackson7157 3 ชั่วโมงที่ผ่านมา +1

    The bloodpoint cap exists solely because of people hacking in or save file injecting bloodpoints, that being said they should lowkey increase the cap

  • @fabiopauli420
    @fabiopauli420 18 ชั่วโมงที่ผ่านมา +7

    Some ideas to get you to your top 10 top 10 top 10
    Top 10 Survivors/Killers based on teachable perks
    Top 10 Killers based on how fun they are
    Top 10 Killers based on how strong they are with/without addons
    Top 10 Survivors based on how loud they are when injured
    Top 10 Killer Nods
    Top 10 Survivor Nods
    Top 10 Realms
    Top 10 Maps
    Top 10 Survivor Addons(one for each item)
    Top 10 Dbd Content Creators
    Top 10 Behavior Developers
    Top 10 Dbd Memes
    The 10 Best dbd comp players

  • @sen6516
    @sen6516 4 ชั่วโมงที่ผ่านมา +2

    I do think that perks should only be visible AFTER the game is loaded in, not during the lobby, otherwise survivors would start discriminating against offmeta builds by constantly dodge queueing.

  • @TheDAKING549
    @TheDAKING549 17 ชั่วโมงที่ผ่านมา +2

    5:35 for the push limits feature I’d recommend requiring the recover bar to be either 25% or 50% full before being able to start pushing your limit. If the killer is doing like a 5 second slug this change means nothing for regular gameplay but if he is 4 minute slugging it still saves you like 2 and a half minutes of slug time you normally would have to wait for.

  • @brensnorf
    @brensnorf 15 ชั่วโมงที่ผ่านมา +2

    my idea for anti-slug was a feature where after some time you can draw a little symbol in the ground, like what elodie does in her lore, and that sends you to a hook. maybe it should be invisible to the killer/have no unhook notification. there'd have to be some nuances to it but I feel it'd be much more interesting than an effective "quit the game" button

    • @MagicMonkey96
      @MagicMonkey96 7 ชั่วโมงที่ผ่านมา

      Being sent to a hook seems like the most fair option

  • @metagamer1341
    @metagamer1341 15 ชั่วโมงที่ผ่านมา +4

    19:54 Go ahead Scott, call it "R.C.P.D." one more time, see what happens

    • @ajkcool
      @ajkcool 11 ชั่วโมงที่ผ่านมา +3

      Raccoon
      City
      Police
      Department

  • @jesusseinpferd__9628
    @jesusseinpferd__9628 15 ชั่วโมงที่ผ่านมา +11

    Need them to reveal the location of the last Slug when the hatch is closed and they don't have any way to pick themselves up.

  • @hippytea6333
    @hippytea6333 17 ชั่วโมงที่ผ่านมา +7

    Everything you said sounds good but unfortunately dbd won’t do anything about shrine since people would choose licensed characters perks and we know Behavior wants people spend as much money as possible

    • @melissayeti
      @melissayeti 14 ชั่วโมงที่ผ่านมา +3

      their whole reasoning for bringing the shrine in to begin with was to counter their "pay to win" game.. "oh you dont HAVE to buy these characters because you can get their perks in the shrine" but we are at the point of having over 200+ perks in the game the likelihood of seeing a perk you want is so slim. the least they could do is remove all the characters that are free to play from coming into rotation. but even then the chances of a perk you arent wanting popping up is so slim

    • @hippytea6333
      @hippytea6333 10 ชั่วโมงที่ผ่านมา

      @@melissayeti Yea but I rarely see licensed characters perks in the shrine I get the shrine was to give option for people that don't wanna pay but lets be fair the game would be in a way worse place if it wasn't so it was a move they had to do I think its weird to defend them on this when they outright do the greediest shit possible with the licensed characters.

  • @TheatriX6
    @TheatriX6 2 ชั่วโมงที่ผ่านมา

    I wish we could have base kit unbreakable, but it costs a hook state to pick yourself up at 95%, and unbreakable can remove the hook state cost once per game.

  • @xSkylime
    @xSkylime 17 ชั่วโมงที่ผ่านมา +3

    I just got into DBD a little over a week ago, and have started with Singularity as my first killer. I heavily, *heavily* share the sentiment on your Nurse & Trapper comment. I honestly can't find myself playing 90% of the cast because Singularity just gives so much in terms of info and chase power.

  • @shadowtyberious1007
    @shadowtyberious1007 18 ชั่วโมงที่ผ่านมา +10

    2:08 it's the same with console

    • @EntityFood
      @EntityFood 18 ชั่วโมงที่ผ่านมา +1

      Yes it is.

  • @persnappy
    @persnappy 15 ชั่วโมงที่ผ่านมา +2

    I know you didn't mention it, but here's an idea I had for anti-tunneling:
    The first four hooks of the match don't count for personal hook states, but instead count towards "summoning the entity".
    After four total hooks have been made in the march, the entity will be summoned, and every survivor will be set to what is now known as "second hook".
    At this point, the system would be the same as the current system, except survivor only get one hook state before deathhook.
    With this system, if you tunnel only one survivor, you would have to hook them 6 times to kill them. To kill every survivor, it would still take 10-12 hooks (these numbers assume nobody times out on hook).
    This system might be too rough for killers, in which case you could change it to 3 hooks to summon the entity, which would mean it takes at minimum 5 hooks to kill, and would replace 12 hook games with 11 hook games.
    Lastly, for survivors who progress to the second stage off of time, you can simply refresh their hook stage and count another point towards "summoning the entity".
    This system would ALSO kneecap camping, at least before the entity is summoned, because it would take significantly longer for the survivors to die (6 hook states, or 6 minutes)

    • @ThomDidItAgain
      @ThomDidItAgain 10 ชั่วโมงที่ผ่านมา

      Not a bad idea in theory. But if someone really wants to fuck their team over, they'll have even more power if your idea is implemented 😅

    • @urnanidk
      @urnanidk 10 ชั่วโมงที่ผ่านมา

      Yeah but could be abuseable w swf and punish good players in solo que

    • @mcahtme2977
      @mcahtme2977 9 ชั่วโมงที่ผ่านมา +2

      Your anti tunnel idea is the main reason killers are slugging right now, to avoid this lol. Sounds like basekit shoulder the burden.

    • @MagicMonkey96
      @MagicMonkey96 7 ชั่วโมงที่ผ่านมา

      The game isn’t in a balanced enough state to nerf tunneling imo

    • @persnappy
      @persnappy 5 ชั่วโมงที่ผ่านมา

      @@MagicMonkey96 Idk man I have like a 90% winrate and I all I play is freddy with no slowdowns, and I don't tunnel. I think the game is balanced enough in killers favor at the moment to warrant the removal of tunneling.

  • @Mazerwolf
    @Mazerwolf 18 ชั่วโมงที่ผ่านมา +3

    I dunno why but listening to Scott talk about dbd eases my writer’s block a bit

  • @BlueNoodler
    @BlueNoodler 18 ชั่วโมงที่ผ่านมา +21

    this guy is so jund he might be scott

    • @lurking162
      @lurking162 17 ชั่วโมงที่ผ่านมา

      Maybe the real jund was the scott’s we made along the way.

  • @Fotumain13
    @Fotumain13 18 ชั่วโมงที่ผ่านมา +4

    I think getting a 2 man slug is something that could happen in any killers game, even if they aren't abusing slugging. But, 3 slugs is almost always in a game where the killer is actively going for slugging. So the mechanic would be, while 3 or more survivors are in the downed state allow survivors to recover on their own. It would immediately deactivate if you go below that number, so it would only allow 1-2 people to stand back up at most each time it is used.
    They won't show the anti-camping bar on the hud because that tells you the killer is camping.

    • @josephatkinson6280
      @josephatkinson6280 17 ชั่วโมงที่ผ่านมา +2

      Nope, slugging exists bc of body blocking and flashlight spam. You'd have to deal with those first if you want to touch slugging at all.

    • @veladanjbakht140
      @veladanjbakht140 17 ชั่วโมงที่ผ่านมา +2

      Nah… survivors have so many handholding from devs. Many time as a killer happens for me i had to literally slug all for win the game for example: down someone and i know last gen is about to pop then i run to gen and 3 man injured working on it i fown second one and other 2 greed on gen and complete it then get other one and last persong got a 2 minute chase but still got downed all this wouldn’t happen if your handholding mechanic existed. Get better. Killers adept to your cryings too much brother.

    • @veladanjbakht140
      @veladanjbakht140 17 ชั่วโมงที่ผ่านมา +1

      @@josephatkinson6280its not about body blocking and survivors being toxic. Its about bad survivors will be always bad no matter how many tools you give em but strong survivors will be unstoppable if have this handholding stuff

    • @Fotumain13
      @Fotumain13 17 ชั่วโมงที่ผ่านมา +2

      @@josephatkinson6280 I think we need to stop balancing survivor gameplay around SWFs just like they stopped balancing killer perks around Nurse. The game will be better for it.

    • @Katana314
      @Katana314 15 ชั่วโมงที่ผ่านมา

      Much as I'm pro-survivor, I do think "3 slugs=unbreakable" is very abusable by flashlight squads. On some extremely odd survivor behaviors, slugging the whole team IS the right play. (You're right, a lot of the time it's because of slugging meta). In the old PTB, an important attribute was that if the 4th survivor went down, the game ended immediately. So any self pickup would need at least a little more restrictions than that.

  • @Aci_yt
    @Aci_yt 16 ชั่วโมงที่ผ่านมา +1

    The biggest thing DBD needs is a way to completely invalidate tunelling.
    Something like replacing endurace after an unhook with an "ethereal" status effect for 60-90s that completely removes a survs collisions with all players and prevents the killer from hitting tbem, but it deactivates on the same conditions as DS.
    That would kill tunneling over night and be a massive QOL improvement to the game

    • @nutragxxx7082
      @nutragxxx7082 15 ชั่วโมงที่ผ่านมา +2

      Terrible take

    • @mcahtme2977
      @mcahtme2977 9 ชั่วโมงที่ผ่านมา

      I mean sure if this meant the survivor couldn’t do a gen, heal themselves or others. Sure.

    • @Aci_yt
      @Aci_yt 7 ชั่วโมงที่ผ่านมา

      ​@@mcahtme2977yep, thats the idea
      As soon as they do a conspicuous action or in end game, it deactivates
      + they cant body block due to lack of collisions

    • @corvianknight_caw
      @corvianknight_caw 5 ชั่วโมงที่ผ่านมา

      Spoken like someone who just got their ass tunneled again xD

  • @georgialopez7717
    @georgialopez7717 17 ชั่วโมงที่ผ่านมา +1

    I appreciate that all of these top 10 lists have been centered around the health of DBD so far, but be sure to do some that are more silly/fun for you, Scott. Your top 10 most hated bugs in the game, your favorite perk icons, the ten DBD killers you could see surviving in Elden Ring, etc.
    Just take it easy from time to time.

  • @mythmage8231
    @mythmage8231 11 ชั่วโมงที่ผ่านมา

    For the "give up when slugged" feature, just make the game end when no Survivor has the capacity to act.
    A little complicated, to deal with so many variables, but basically, as long as there's no possible way for even a single Survivor to unhook themselves or pick themselves off the floor, the game immediately ends with the Killer's Mori on a random Survivor. Alternatively, the Entity just kills all the Survivors itself, much like it does during the Endgame Collapse.
    Also, I'd argue the #1 change needed for DBD is a community server system.

    • @MagicMonkey96
      @MagicMonkey96 7 ชั่วโมงที่ผ่านมา

      This might be the best solution

  • @GG-kn2se
    @GG-kn2se 13 ชั่วโมงที่ผ่านมา +2

    15:59 DBD mobile has already done this too. You can give all players a thumbs up at the end of the match, which add up to give blood points

  • @kezcaisorf
    @kezcaisorf 8 ชั่วโมงที่ผ่านมา

    Props system works quite nice in Rainbow Six Siege right now, the idea is depending how you were evaluated by your team, you might get +/- % more to your post-match earnings or get a loot box.

  • @Hatecrewdethrol
    @Hatecrewdethrol 14 ชั่วโมงที่ผ่านมา

    Imagine how non-toxic people would be if receiving props after a match got you bloodpoints and/or shards, it would become one of the most wholesome communities

  • @plenob3214
    @plenob3214 ชั่วโมงที่ผ่านมา

    One minor thing that I always wished for:
    An HUD section for my archive challenges in the ESC-menu during a game showing not only how far I have progressed my current task but also what I specifically have to do. In times of tik tok and yt-shorts brain rot it is more that out of date of the developers to expect my goldfish brain to remember what archive challenge I picked two or three minutes ago. IT IS ESSENTIAL!

  • @__-be1gk
    @__-be1gk 11 ชั่วโมงที่ผ่านมา

    "Obviously waiting a year to make a build is an exagerration"
    How many times has BBQ been on the shrine in the decade it's been out?

  • @travgonz
    @travgonz 17 ชั่วโมงที่ผ่านมา +2

    One more you forgot. I keep getting games where there are only 2 survivors left, and they will both hide and not do objectives, presumably hoping the other guy will get caught so they can go for hatch. if they have an item they can drop it, then pick it back up to prevent notifications from "not doing anything" you end up searching FOREVER, and unless you find them your only other option is to quit, then get penalized. they need to fix the issue where you can just drop and pick up your item to prevent notifications to killer.

  • @axhoffDJ
    @axhoffDJ 12 ชั่วโมงที่ผ่านมา

    I've never thought about props actually doing something but what a great point. I think it would make a big difference

  • @archangelmichaelhawking
    @archangelmichaelhawking 14 ชั่วโมงที่ผ่านมา +1

    I think the map balance argument of different maps having different sides being 'favored' is fine but is massively destroyed by map offerings existing. Without map offerings I think even the worst maps for each side would be fine given that they'd be infrequent and add variety of having harder/easier games on occasion, but map offerings as a system ruin it. Its also an issue that either doesn't matter or is gamewarping, since lower elo's and for casuals it's not that bad since map offerings aren't really often used, but for higher elo/content creators its much more common.

  • @justunmoment
    @justunmoment 15 ชั่วโมงที่ผ่านมา +1

    A "give-up" anti-slug feature: Instead of them actually giving up to go next, they could make it where if a survivor is slugged and is close to a gen --- or they can introduce something new, HELL they can add a damm ray of light (you know that damm map add-on no one use!)
    Slug survivor who goes under it gains unbreakable within a few seconds but is disable if a teammate is near by (similar to hooks).
    There has to be conditions since people will definitely exploit(?) having basekit unbreakable.
    The survivors teammate would also see this light (something visual) so they know to get away.
    The slug teammate will get haste and borrowtime effect: : this would stop killer from just downing them fast instantly or tunneling them (to an extent); but these effects on the slug survivor will disappear if there's a teammate near by or they do an objective: this would stop survivors for using their status effects to save a teammate or whatever.
    I don't know if this is balance or made sense , BUT that's my idea.
    Thoughts anyone?
    I mean probably wont matter since behavior don't listen (kinda..meh) to the community and even if they do they wont do shit until years later :,D...

  • @CatDistributionSystem
    @CatDistributionSystem 4 ชั่วโมงที่ผ่านมา

    Proximity VC for survivors would be really immersive for SoloQ. Survivors would have VC during the match but you can only hear and talk to survivors nearby.

  • @docbreezie613
    @docbreezie613 5 ชั่วโมงที่ผ่านมา

    Now Hens needs to do a "3 Top-tier Trappers vs. Top-tier Nurse" showcase

  • @danowen79
    @danowen79 18 ชั่วโมงที่ผ่านมา +2

    It totally agree on the new player experience. It’s an insane grind to unlock most of the best perks, often requiring you to buy characters you don’t want to play. It took me over a year of almost daily play, and that was three years ago. Every year makes the grind significantly harder. I’d hate to be a new player now and realise the uphill grind needed in DBD.
    I’d even say new players should get 200% bp in every game for a year.

    • @josephatkinson6280
      @josephatkinson6280 17 ชั่วโมงที่ผ่านมา +1

      I got spoiled when I started playing during bone chill, then after it ended quickly realized how little BP you get. It's super annoying trying to level up a killer/survivor to a usable level.

    • @danowen79
      @danowen79 17 ชั่วโมงที่ผ่านมา

      @ And they’ve made it easier with role incentives, more events, more tomes, more rift tracks, and cheaper items. BUT, it’s still an insane grind. There are so many characters and perks. More of the OG ones should be free.

  • @louisloraine6660
    @louisloraine6660 3 ชั่วโมงที่ผ่านมา

    I think the Shrine Of Secrets thing is probably a part of their business model, that you need to buy characters (especially licensed ones) if you want their perks. There would have to be a pretty big trade off if they just let you buy any perks you wanted (e.g. through a higher price), but at that point, it would probably be better to just buy the killer/survivor to get all of their perks (though not for licensed ones as they require Auric Cells)

  • @pedrohilario3484
    @pedrohilario3484 13 ชั่วโมงที่ผ่านมา +1

    with the shrine of secrets, i don't even think you need to make a limit. it takes so long to get iridescent shards, you would take around a week to be able to buy two perks anyway

  • @Doxhound13
    @Doxhound13 50 นาทีที่ผ่านมา

    For anti-slug, just give an alt prompt called "Embrace Darkness" that bleeds you out at 2x speed. It still takes upwards of two minutes but isn't really abusable.

  • @Atlas-nf2gw
    @Atlas-nf2gw 10 ชั่วโมงที่ผ่านมา

    Just make it so everyone gets unbreakable as long as there's 2+ players slugged for 15 seconds or more. Allows killer to slug for 4k and in select situations for pressure but removes slugging the entire time outright. Killer gets to slug someone, chase another, but then has to basically immediately pick that second person. Happy middle ground for everyone.

  • @deadbydaylightdaily5455
    @deadbydaylightdaily5455 14 ชั่วโมงที่ผ่านมา

    Basekit Unbrekable should be: when all survivors are either on the hook or dying state, and when theres only 2 survivors in the match

    • @MagicMonkey96
      @MagicMonkey96 7 ชั่วโมงที่ผ่านมา

      Basekit unbreakable is such an awful idea

  • @radon_slp
    @radon_slp 13 ชั่วโมงที่ผ่านมา

    An idea to help stop problematic slugging I came up with goes like this:
    If every survivor is downed (i.e- 4 man slug) by the killer (not plottwist), then every survivor gains a token that can be used to pick themselves up from the dying state once they have fully recovered. Essentially if the killer downs the last standing survivor everyone gets a round of unbreakable. This system isn't very abusable because the killer decides if the survivors get the power but it also gives some available counter play to the survivors as there will always be at last 1 survivor who isn't incapacitated.
    I don't think it's a perfect solution but it's an easy implementation and addresses the worst parts of slugging in the game so I think it would be worth adding.

  • @dracog0322
    @dracog0322 12 ชั่วโมงที่ผ่านมา

    To me the best solution as regards teammates perks would be this: You have a hotkey 1-4, each numbers represents one of your perks, and when you press it a small pop-up with the Perk icon shows over your head. That way if say, two people are going for an unhook but one of them has Deliverance in Slot 1, they just spam it so the other player knows immediately. I also think it should be seen mapwide
    Edit: This also would make it so that you don't have to memorize 12 perks at the beginning of each match.

    • @blenderowski6968
      @blenderowski6968 12 ชั่วโมงที่ผ่านมา

      ooooor when you go to match details, just show the perks there. You already can see your perks, so why can't you see your teammates' perks? Also before a match you can have a pop-up window that shows the perks (which you can hide and bring back up).

    • @dracog0322
      @dracog0322 12 ชั่วโมงที่ผ่านมา

      @blenderowski6968 That's closer to what I think they'll eventually do, but I think the other solution is more dynamic. It doesn't require you to pause the game, since in many situations you'd rather not. A middle ground could be holding Tab shows you your team's perks next to their name

    • @dracog0322
      @dracog0322 12 ชั่วโมงที่ผ่านมา

      @blenderowski6968 And also that puts more weight into your teammates, you have to trust that they've seen everyone's perks. With the pop-up system, you have the agency of showing them, so you make sure they know what you have whenever it's necessary

  • @LukyVerso
    @LukyVerso 7 ชั่วโมงที่ผ่านมา

    Thinking about it, the Anti-Camp not showing on HUD kinda makes sense a little. If it's just the full bar at all time, the survivors basically have Kindred for free, if you think about it (they will know if the killer is near the hook and how near with the speed). But they could just show the bar at like 75%/80%, to show everyone the killer is really camping with nobody around. I think it's a good compromise and then the survivor can make an informed decision.

  • @PinkslippedT36
    @PinkslippedT36 18 ชั่วโมงที่ผ่านมา +1

    For the push limits aspect it should only activate when there are 2 survivors left or when every survivor alive is downed so it can't be abused and it serves its function when it's absolutely needed

  • @MoTheGuy
    @MoTheGuy 3 ชั่วโมงที่ผ่านมา

    Phrases to choose from during a trial would be useful.
    Like “Don’t save me” while hooked if I have deliverance or full escape par for example.

  • @Reshoots
    @Reshoots 14 ชั่วโมงที่ผ่านมา

    Showing perks on loading screen (hovering shows description) would go a long way, both for teams, but also for ourselves in Chaos Shuffle. For most of us, Chaos Shuffle just means no perks, since we don't have time to find out what ours do -- and spending the first 30 seconds of the match reading them is a nope. Sure, to the others on this list. I'm not remotely concerned with maps, I like variety of challenge.
    What I want more than anything on this list:
    1. Legendarys on character-select screen with portraits, Legendarys having their own cosmetics, and just generally detaching Legendarys from their "original" in as many ways as possible. Super happy Behavior announced this is happening. Hopefully soon. And hopefully it's followed by cosmetics for powers (huntress axes, Victor, etc), and purchasable/unlockable Moris -- they should have as much variety as emotes in Fortnite.
    2. Tournament mode -- both as an option in custom mode, and the occasional event. The community already came up with good base rules -- each team plays as survivors, and as killer, once each on the same map (so map imbalance is irrelevant), and points are awarded to each team for each kill, gen finished, and escape. No perk duplicates across a team was a great idea for tournys, too.

  • @LordMorltha
    @LordMorltha 10 ชั่วโมงที่ผ่านมา

    The big thing with maps is that they need to generate dynamically, based on which Killer is being played.
    Loops are more powerful against someone like Myers or Ghostface, so fewer should spawn. The inverse is true for someone like Nemesis.
    Similar case for Blight and Clown. They are deadly in the open, so loops are Survivors' only defence.

  • @demifolk8940
    @demifolk8940 16 ชั่วโมงที่ผ่านมา

    Hopefully we get “Top 10 things that will destroy DBD” next

    • @MagicMonkey96
      @MagicMonkey96 7 ชั่วโมงที่ผ่านมา

      1. The community

  • @mrabiding9866
    @mrabiding9866 9 ชั่วโมงที่ผ่านมา

    Dread it, Run from it, The 360 allegation still arrives Scott Spund Jund

  • @Katana314
    @Katana314 15 ชั่วโมงที่ผ่านมา

    My suggestion for anti-slugging: After 50-60 seconds (an unmodifiable value), downed survivors have a separate prompt: "Struggle onward". This lets you pick yourself up, but uses a slow 3 to 5-second animation freezing you in place, and leaves a survivor 30% Hindered for 20-25 seconds. They cannot receive any perk effects when picking up in this manner. However, they can immediately heal teammates, and those teammates receive no drawbacks to their pickup. So, as long as one player slugged in the past minute is willing to take that penalty, they can recover the team.
    This would have to come together with a variation on the "last standing" PTB effects. So, a killer that transforms an attempted flash save into a 4-player slug in 40 seconds will cause the first 3 downs to be instantly sacrificed, and have the endgame mori available on the final player.

    • @blenderowski6968
      @blenderowski6968 12 ชั่วโมงที่ผ่านมา

      The 30% hindered i think is a little too much. I think it should be like 15 for 60 seconds BUT you get put into the deep wound (because, well, it's a state between injured and being down)

    • @bread3039
      @bread3039 5 ชั่วโมงที่ผ่านมา

      You could even make perks around struggle onward that effect it in different ways. Cool idea.

  • @casmx7300
    @casmx7300 10 ชั่วโมงที่ผ่านมา +1

    Okay, there's two things I think that have been omitted from this list. Where on the list you'd want to place them is up for debate but the two things I can think of off the top of my head are:
    1: Better bloodpoint spending. It currently takes approximately 5 minutes straight to spend 2 million bloodpoints which is already overly egregious. If the cap were removed like Scott has suggested, you could easily accumulate enough BP that with the current spending system to take 30+ minutes, not to mention the people that stream this game many hours a day. Those streamers could easily accumulate enough BP that it would take literal hours to spend. It's stupid and needs to be addressed. Give the people a way to spend all 2 million BP (or however much they wish to spend) instantaneously. The tradeoff would be that the outcomes of what you get for whatever survivor or killer you're spending the points on would be calculated randomly, but that's a tradeoff I feel most people would graciously welcome; especially since that's essentially how it's already being handled with the current system of auto-spending.
    2: Better anti-cheating. I'm sure this is always being actively worked on but cheating in the game has always been the thing that makes me quit the game for weeks or even months. And while I acknowledge that cheating will always exist in every online game in existence, some games handle it better than others and I believe DBD's situation can be better handled.

  • @bubba8751
    @bubba8751 15 ชั่วโมงที่ผ่านมา +1

    I’m just sick of survivors bitching when killers are losing and then we decide to play scumg to turn the tables . Like I ain’t complaining about the gens

  • @Jason-ji8ql
    @Jason-ji8ql 36 นาทีที่ผ่านมา

    In regards to bloodpoints, and more importantly, the bloodweb itself, they need to either gut the whole system or substantially change how you acquire resources through it. Not to mention, strong survivors who go in with strong items can still leave with their items, or better yet *find* better items to take back from the trial, but killers always burn their addons. I don't mind the concept of survivors being rewarded for winning, but its more a matter of 'Whats the point?' after a while. Also not to mention, how many of us are like 'Ah man, I really need X addon,' but you end up burning 5-10 levels trying to find ONE item. It doesn't need to be this complicated.

  • @buraaqwasti7729
    @buraaqwasti7729 12 ชั่วโมงที่ผ่านมา

    I never even thought of the anti camp meter being shown to teammates but that’s such a good idea. Also I wish there was a perk that made it fill up like twice as fast

    • @MagicMonkey96
      @MagicMonkey96 7 ชั่วโมงที่ผ่านมา

      That could be easily abused

  • @scarecrowscene443
    @scarecrowscene443 13 ชั่วโมงที่ผ่านมา

    For slugging, perhaps if you're on the ground for a certain amount of time you automatically picked up, maybe you even get some sort of temporary buff like endurance for a period of time, minor buff to gen speed, anything along those lines. I know that isn't that insane of an idea or anything. But I'm just thinking, give survivors a reason to want to be slugged for a certain period of time. They have something to look forward to that helps them/helps the team. And on the other side of things, killers have to be more conscious about leaving people slugged for too long

  • @myrial-ci5is
    @myrial-ci5is 5 ชั่วโมงที่ผ่านมา

    For an anti slug feature, I feel like a pretty good idea would be that slugs can pick up another slug. For example 2 people are on the floor right next to eachother and are at the "get help" stage they can help eachother get up. The only place this would work is if there are multiple people on the ground long enough to be at the "get help" stage

  • @DoglinsShadow
    @DoglinsShadow 8 ชั่วโมงที่ผ่านมา

    For the anti slug feature I think the game should be able to auto detect there’s no hope (ie everyone on ground, no one has unbreakable free, etc.) and give the option to go next. However they might struggle coding this…
    In that case the easiest implementation is if there are 2 survivors left and one is slugged without unbreakable then that survivor can go next, and same for the last survivor- the last survivor gets like 15 seconds on the ground then they can go next if the killer doesn’t hook or mori.

  • @folgers2223
    @folgers2223 16 ชั่วโมงที่ผ่านมา

    one idea I had that could help slugging is you do your normal recovery which takes 30 seconds, then after you max your recovery bar in the dying state you get a fixed 60 second timer so it cant be abused by perks, after 60 seconds you can pick yourself up, you spend 90 seconds slugged and you can pick yourself up minimum 2 times in a game, 3 with perks that boost your initial recovery time

    • @anshd927
      @anshd927 7 ชั่วโมงที่ผ่านมา

      That just rewards survivors too much. If that was on live I'd just run tenacity/power struggle and put myself at a pallet each time. Killer leaves? I get picked up or rez myself (potentially 3 times). Would also be great in situations where a team mate screws up and goes down near me. Now I can tenacity away while they get hooked and the killer has to either commit to finding me or give up the down and let me self rez.

  • @xshortguy
    @xshortguy 13 ชั่วโมงที่ผ่านมา

    The anti-slug feature should be obvious: if all four survivors are downed and there's no way to recover (except if the killer would pick them up and them escaping), then all four survivors should be entity death-d.

  • @MagicofMrClean
    @MagicofMrClean 15 ชั่วโมงที่ผ่านมา

    My thought for a slugging fix was to empower the remaining survivors based on how many were on the ground. So after say 30 secs of someone being on the ground the remaining survivors not in the dying state would become faster, as well as heal and repair faster. This multiplies until at 3 people down the last survivor is just straight up faster than the killer, and is able to pick up teammates and repair extremely quickly. However, this feature is disabled if even a single hook is sabotaged anywhere on the map to prevent abusing.

    • @Mon937
      @Mon937 13 ชั่วโมงที่ผ่านมา

      It would also need something to prevent people from abusing that one Nick Cage perk to just put themselves in the Dying State

    • @MagicofMrClean
      @MagicofMrClean 12 ชั่วโมงที่ผ่านมา

      @@Mon937Totally agree. Thanks for pointing that out.

  • @Namelessstew
    @Namelessstew 15 ชั่วโมงที่ผ่านมา +2

    I feel like all of these suggestions (not all) are being saved for when the player base envitably genuinely starts falling off. Because I can see a lot of these QoL changes bringing older players back that dont play anymore. So once they're on the downtrend they can have a solid plan to reinvigorate the playerbase. I mean I can see BHVR using planned incompetence to their advantage.

    • @AyJayStyles
      @AyJayStyles 3 ชั่วโมงที่ผ่านมา

      @@Namelessstew The good ol Activision/Blizzard rope-a-dope. Leave shit messy for a while on purpose and then come back in randomly to ‘save the day’ under the guise of listening

  • @FilzupBilburp
    @FilzupBilburp 13 ชั่วโมงที่ผ่านมา

    I think buffs should ramp up the longer someone's slugged. For the first 30s, nothing changes. Then you get the ability to crawl slightly faster, and that speed increases up to Tenacity level over 60s. At 60s you become immune to killers' aura reading outside of 30m, and you gain a buff where any healing on you is increased by 100% until fully healed. At 90s you can pick yourself up. If all survivors are slugged, survivors heal to full health when they pick themselves up, and possibly have some sort of lingering buffs once they do so. The timer would be paused if the killer picks the slug up, but if the killer drops (not them escaping), the timer continues as if they had never been picked up.
    As a mostly 50/50 player who unironically tryhards on both sides, there's not many legit scenarios where intentionally slugging for even 60s is actually called for, let alone multiple slugs at once, and where they do exist it's primarily unintended aspects of the game (eg map generation created a hook deadzone) that need to be addressed regardless.

  • @NunnyNugget
    @NunnyNugget 18 ชั่วโมงที่ผ่านมา +1

    I think the reason for the Bloodpoint Cap is that they rely on the grind to keep many players invested, and if you stock up bloodpoints between chapters you could complete all the content pretty fast.
    Not that it's a good reason, but I think it likely is the reason. (especially since if someone plays enough to have that many bp and nowhere else to spend it they're gonna be a committed player regardless of the grind but... wtv)

  • @Stogiewise
    @Stogiewise 15 ชั่วโมงที่ผ่านมา

    The issue of seeing your team mate's perks is that people would quit seeing a baby David with no mither or someone with adept perks trying to get an achievement. Probably a worthy sacrifice but it's definitely a consequence

  • @mal3diction
    @mal3diction 14 ชั่วโมงที่ผ่านมา

    Something I would really like is for crows to build up after, say, 3 minutes of not progressing the game state at all. Things like being in a chase, unhooking, doing gens, or completing a heal (full health state).
    The problem this is looking to solve isn't incredibly common, but really shouldn't exist at all. Sometimes you end up with 2 survivors alive and any number of gens still active. I noticed it a lot while trying to adept all the killers, but occasionally you just have matches where you keep running into the same 2 people and the other ones are hiding in lockers the second they hear a heartbeat.
    So when that happens, both the locker hiders just keep hiding in lockers hoping you'll find the other person first and they can get the hatch. I feel like if the survivors aren't able to progress the game state at all then they've already lost and there's no harm in a system to mitigate this, much like they eventually did away with the hatch standoff. If the remaining 2 survivors have to at least touch a gen periodically it gives you a range to look for them instead just the entire map at all times.

  • @trxshedXP999
    @trxshedXP999 15 ชั่วโมงที่ผ่านมา +2

    nah, on console, auto aim screws me over I wish it was gone. why people gotta shit on console players so much like it’s hard to play to the point yall gonna be like “oh, uh auto aim probably helps better on console” no it’s the exact same bullshit as pc. I know cause I play on both

  • @ErosXCaos
    @ErosXCaos 4 ชั่วโมงที่ผ่านมา

    “Bad” choices can be good. A player can get the challenge they desire playing with them.
    There’s a whole subgenre of players beating games with the worst weapons. Against worse players, a good Player can choose bad gear to give the opponents a chance, while they still can try hard to win.
    Similarly, struggling players can have a map that they can win on. It’s like training wheels. I did my first Souls PvP in the Rat Covenant, and having that slightly unfair edge made learning the ropes more enjoyable, until I didn’t need them.

  • @MeAndMyFlintNSteel
    @MeAndMyFlintNSteel 5 ชั่วโมงที่ผ่านมา

    Something to add to your perk tiers comment:
    They are definitely a relic from 2016 but what's probably more insidious about perk tiers is that when developers go to the drawing board for a new set of perks, they have to consider how each tier of the perk will look. This can manifest in ways such as random additional effects that are tied to some numerical value that scales with the perk tiers, creating these kind of frankenstein bloated perks, or otherwise generally limiting the creativity of a perk because it can't be scaled in any way to tier 1.
    I'm not a developer, but in my mind it seems like it would be such an arbitrary kind of obstruction and annoyance for the whole process of designing and testing a perk. I think the overall quality of designed perks would improve if you scrapped the tier system.

  • @wiirambo7437
    @wiirambo7437 5 ชั่วโมงที่ผ่านมา

    This probably a PC only thing: Make it possible to have an individual key for EVERY action. When you click the button: If the action is possible it happens if not nothing happens. So you don't lose time or PWYF stack if you get hit validation on a grap or something like that.

  • @zachferrier421
    @zachferrier421 17 ชั่วโมงที่ผ่านมา +1

    I agree with BHVR that there should be a range of maps that can lean survivor sided or killer sided. However, the extremes are clearly too far apart. The range is too wide.

  • @Unity721
    @Unity721 4 ชั่วโมงที่ผ่านมา

    I think we can all agree the main reason why the shrine of secrets isn't targetable is specifically to encourage you to sink shards into unlocking characters wholesale and grinding them. It's to both encourage retention but also to reduce your shard count to try and reduce the amount of 'free to play' you have, while still pretending at least to have a system where you *technically* don't need to spend money to progress the game.
    It's scummy shit but it makes sense.

  • @dude231isheref8
    @dude231isheref8 16 ชั่วโมงที่ผ่านมา

    The blood point cap is there so that massively prestiging a new killer can’t happen, forces you to play the game more without prestiging, it’s still bad, but it causes people to HAVE to play more to prestige their killers more.

  • @HommeGallium
    @HommeGallium 14 ชั่วโมงที่ผ่านมา

    In point #3 you name unbreakable as an example. Just a reminder you can already see the pickup meter go faster and deduce unbreakable with current HUD.

  • @PorcupineFood
    @PorcupineFood 16 ชั่วโมงที่ผ่านมา

    The biggest issue with the map balance is that the killer makes contact with the survivor but can do nothing about it. The map balance should be that it has hiding spots for the survivor to prevent making contact with the killer, that way it's mostly the killer's fault for not checking behind the staircase for a crouched survivor. Loops or long fences like Haddonfield shouldn't be designed, they should just exist. Hiding spots should be designed, not just exist. Thank you for coming to my ted talk.

    • @mcahtme2977
      @mcahtme2977 9 ชั่วโมงที่ผ่านมา

      You do know lockers exist right?

    • @PorcupineFood
      @PorcupineFood 2 ชั่วโมงที่ผ่านมา

      I do but they weren't what I was talking about. Map geometry needs to have spots for hiding, like a room behind a staircase that has a locker to hide and a window to escape.

  • @nickpolatas8433
    @nickpolatas8433 14 ชั่วโมงที่ผ่านมา

    For the slugging, I’ve been of the mind that similar to the anti-camp, there could be a bar that takes two min to fill (half the bleed out time) just to make that slugging out of spite isn’t super viable.

  • @62188jaj
    @62188jaj 11 ชั่วโมงที่ผ่านมา

    For me to address slugging i would passively buff the killer for each hook. For example hooking a sirvivor will increase the killer speed by 1%, kicking a generator will regress 1% more and faster, and decrease stuns by 1% . Something like that where it stacks and makes the killer want to hook to grow stronger.

  • @dr.emarald
    @dr.emarald 18 ชั่วโมงที่ผ่านมา +1

    I've said for ages they'll never remove the BP Cap, so instead Devotion should be tied to help BP gain.
    Each devotion level raises your BP cap by 1 million
    Each devotion level raised the amount of BP you earn by 10%
    then also add a system to auto-spend BP faster, like 1 million BP = auto-prestiges + random amount of offerings or whatever
    I'm devotion 50 rn, wish it did something

  • @debbie1502
    @debbie1502 14 ชั่วโมงที่ผ่านมา

    I've been enjoying the content lately. Thanks Scott!