Dead by Daylight

Dead by Daylight

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TL;DR List of DBD Ideas
Por Briggs
Title says it all! First off I apologize if anyone posted any of these already, I can't go through all the discussions. Any percentages listed here are purely examples and I don't necessarily want them to be this way. None of this is in any particular order either. Some stuff has also been left unfinished, and if suggestions are given or I come up with anything else, it will be added. I THINK I credited people who came up with a few things to help me out, but if I missed anything just message me. Also, it's TL;DR. There's few images, and I might just add them if I keep going with the suggestions on here, but no promises. Any images added here are edits of Dead by Daylight resources or other stuff found online, not my property.

Also, this isn't any sort of specific "guide" and to all those telling me it isn't, I'm aware, but all this content simply doesn't fit in a Steam discussion thread, believe me I've tried.
   
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Cosmetics
Mori-based Cosmetics:
Every survivor can receive a special cosmetic based off the killer who mori'd them. While this isn't any show of skill, it's just something that can be worked towards during playthroughs other than bloodpoints. If a mori is on the table, then anyone killed by it has a very small possibility of receiving a cosmetic based on the mori after the trial has ended. Every one of these can only be gotten for the survivor who died by the killer's hand, so you need to be killed multiple times by every killer to achieve this.

There's two ways of making this work; one, survivors gain wounds that will never heal that correspond to the area of the body where they were hit. Simple and can look cool, it's just more bloody clothing. And two, the cosmetic actually has the killer's weapon sticking out of them. However this can lead to confusion in trials and difficulty hiding. Overall the cosmetics fit into both ways of appearance. I suppose in a way they can also be a way to show off what killer survivors like the most.

Cosmetics based on moris by killer: CALLED IT
  1. Trapper: Survivors receive a bear trap stuck to their feet as though they stepped in one earlier, either on their left or right leg, can be randomized per survivor, or have both those variations.
  2. Hillbilly: Survivors have a large, bleeding gash on their backs.
  3. Wraith: Survivors carry a symbol for "death" on their faces.
  4. Nurse: Survivors have bruises on their necks, to match where the Nurse strangled them.
  5. Shape: Survivors have a rather large knife sticking out of the chest, both the handle and tip of the knife are visible.
  6. Hag: Survivors have a large, open cavity where the Hag previously ripped the survivor's insides open, maybe you can even see the organs on this one.
  7. Doctor: Survivors have smoke coming out of their eyes, but not enough to give away their position in any way, just enough to show the effect. They may also twitch their limbs and make erratic movements with their heads every once in a while.
  8. Huntress: Survivors have either an ax sticking out of their front or back, or just a large wound on the facial region where she hits survivors with her ax in the mori.
More combinations can be made with these clothes, such as if the killer was prestige or not, but that would make creating differences for wounds a bit more difficult, as with weapons they can be made bloody. Can one make the wound bloodier? There may also be a way to add some sort of cosmetics for the killers using moris, but I've had no luck figuring out how to implement them.

Entity Cursed Cosmetics: Everyone familiar with Legacy clothing? Well this is the exact opposite in appearance, with blackness reflecting off the survivors' skin and clothing, maybe even moving around as though the Entity's spider legs move underneath their skin. These cosmetics will also be mentioned at the end in the Reworks portion.

Battle Damage: (Edited: 08/06/17)
This was an idea from St3v3, and we collaborated on it.
Killers could take cosmetic damage when they take pallet stuns, to show that the survivors aren't the only ones taking a beating this round. After one, two, and three pallet stuns, they take cosmetics damage to their weapon, head, then torso. Weapon damage is visible to the killers in their POV, and all damage is visible to survivors. This effect would only appear on stock, prestige, and legacy cosmetics, or just stock in order to remove the need to remodel/ retexture up to 9 cosmetics per killer. Alternatively, these can all appear after a large amount of pallets have been thrown onto the killer.
  1. Trapper: One pallet stun: Cleaver gets scratches, dents, or a few large chips in it. Two pallet stuns: Mask gets more scratches or a large chip in it. Three pallet stuns: Left overall strap breaks and hangs over his chest.
  2. Hillbilly: One pallet stun: Mallet nails pop out a little bit on all sides, the handle begins to splinter more. Two pallet stuns: Minor scratches appear on his front, and the skin covering his left eye tears. Three pallet stuns: About 1/4 of a pant leg tears off, cuts are visible all over his pants.
  3. Wraith: One pallet stun: Left blade on under the skull on his weapon comes off, and the skull has a visible dent on the side. Two pallet stuns: Face paint smears, symbols are no longer discernible from his skin. Three pallet stuns: Cloak gets torn, bandages around legs start unraveling.
  4. Nurse: One pallet stun: Bonesaw gets noticeably bent, about 10-20 degrees in the center. Two pallet stuns: More stains on her face, the blackness on her bag becomes darker and more noticeable. Three pallet stuns: Belt gets a tear in it, more dark stains on her dress, cuts and tears all over.
  5. Hag: One pallet stun: Pinky and ring finger get broken, and either get broken off or they just hang on the side. Two pallet stuns: Hair strands start coming apart and just hang from her head rather than up in a bun. Three pallet stuns: Many scratches appear all over her torso, skin might start tearing around her shoulders and collarbone.
  6. Doctor: One pallet stun: Spikes on his weapon get broken off. Two pallet stuns: The metal bars all around his head can start getting broken apart (ouch). Three pallet stuns: His tie comes out from under his clothes and half is torn off, top buttons of his lab vest come out, and the lower part of his lab vest gets tattered.
  7. Huntress: One pallet stun: Paint chips off near the top of her ax, a large chip appears in the blade. Two pallet stuns: Right hare ear gets almost completely broken off, and a large crack appears coming from the center (nose) of the mask and stops a little above her eyes. Veil may get torn a little or completely off, revealing her hair. Three pallet stuns: Right overall strap breaks and hangs at her legs, clothes may get torn around her chest area.
Sidenotes: Their powers can also have auditory or cosmetic damage done to them after a certain amount of pallet stuns, like let's say, five stuns. These are meant to be cosmetic features, but I'm not sure how much audio plays into just being cosmetic if it's the same volume and meant to represent a cosmetic, but is just a whole new sound added to the mix.
  • Trapper: Traps appear irregular and dented, maybe with some teeth chipped off.
  • Hillbilly: Chainsaw has sparks and may rattle when revved.
  • Wraith: Bell sounds off-tone and may have a crack in it.
  • Nurse: Breathing is much more wheezy when teleporting.
  • Hag: Traps are irregular and not perfect triangles.
  • Doctor: Electricity appears to set off mini-explosions in the Doctor's hand while in Treatment mode.
  • Huntress: Grunts when throwing axes sound a little more like whines, and her lullaby might have more breathing in it than actual humming.
The Shape is excluded due to Copyright.
Perks
Survivor Perk: "This Will Hurt"
This perk is situational as all hell, and only works against Trapper. This was meant to be more of an anti-camping perk at first, but it's been modified since then.
  • + Survivors are not immobilized from stepping in a trap, and can continue moving at 30%/ 40%/ 50% their normal movement speed.
  • + When stepping in a trap, the Trapper gets an audio cue but no visual cue within 32m/ 64m/ infinite range.
  • + This effect overrides the effects of the Diamond and Honing stones, as the survivor does not get downed from traps.
  • - Trap produces a loud clinking sound when the survivor moves and that may be directional.
  • - Cannot remove trap on your own, must find a survivor to help.
  • - When survivor gets out of trap, their aura is shown to the Trapper.
The purpose of this is to give a choice to the survivor, is it worth being completely hidden from the Trapper and not getting downed by traps in return for being much slower and easier to track? The original intent was to make it so a survivor can take a hit from a trap in order to unhook a survivor.

Survivor/ Killer Perk: "Backdoor Escape"
  • + As the last survivor, you are able to see the hatch from 16m/ 32m/ infinite range in the trial.
  • - The killer can see the hatch at the same range you can.
  • - (POSSIBILITY) At tier 3, both the survivor and killer can see one another along with the hatch.
Activates when only one survivor is left, and is affected by tier 3 Sole Survivor.
Alternatively, a suggestion from my friend Yellow is to have the ranges be 8m/ 12m/ 16m, because of course this is the hatch. In my mind it's simply to make final standoffs a bit more interesting, if the killer and survivor can both tell where the hatch is, now it's a matter of who can get there first.

Survivor Perk: "Determined" or Killer Perk: "Feeble Struggle"
Credit to ivyory for the names.
  • + You have a ?%/ ?%/ ?% easier time struggling out of the killer's grasp.
  • - You have 5 seconds less on the hook per stage if you fail to escape.
This is meant to be a bit of a counter to iron grasp, although I feel as though if this was paired with Iron Grasp 3 it would mean survivors just die way too easy, so I personally feel like this works better as a perk for survivors rather than killers.

Survivor Perk: "Aggressive Handyman"
Credit to Hotrod McCoolguy for the name.
  • + Gain a +25% bonus to Boldness points when sabotaging within the killer's heartbeat.
Meant to be for an aggressive playstyle along with promoting sabotaging hooks to save survivors while they're being carried.

Killer Perk: "Curse of Speed"
Credit to Hotrod McCoolguy for the name.
  • + The more totems survivors destroy, the faster your movement and swing speed become, gaining up to 5 tokens for destroyed totems.
  • + No totems are lit until one is left.
  • + Survivors get no notifications of this occurring and have to judge by the killer's change in speed, until the last totem is found.
  • - The last totem lights up, and once it is cleansed the effect stays for the 5 tokens, but 1 token gets used for every offensive action following the destruction of the last totem.
This perk is a bit of an iffy one. It's extremely sneaky, and nobody will know it's active unless they get a hunch from breaking one or two totems, but the effect isn't extremely noticeable until at least three totems are destroyed. Now on one hand, this mixes well with all hex perks, as once survivors notice an active hex totem, their attention focuses on that, especially if it could be something dangerous like Devour hope. On the other hand, perks such as No One Escapes Death may falter if used along with Curse of Speed, as once survivors realize the jig is up, all the map's totems are at their mercy. However if you make it to the end of the game and the exit gates are powered, it becomes easier to defend as it lights up.

Survivor Perk: ???
  • + Killer's aura is revealed to you for 1/ 2/ 3 seconds when they are within a 32m/ 24m/ 16m range from a lit totem.

Killer Perk: ???
This can be either a perk, addon, or effect of madness. First I'll talk about it being an actual perk and then as a Doctor thing. Personally it feels much stronger as an effect of madness rather than a perk, and may provide Doctor with a bit of a buff.
We know how to keep track of our team's health, and in a game where you don't know who to trust, what if that includes the only thing we do trust? This perk/ madness effect has to do with the information shown to us on the bottom left.

As a Perk: This can work as an offshoot of Thanatophobia. Working off Thanatophobia, it depends on people being injured, which can be pretty hit or miss if you ask me. :resmile:
Once two survivors are injured, the fun begins.
  1. survivor injured or dying: Nothing happens just yet, that person is shown to be injured on the bottom left. If that person gets downed or hooked, it will appear as normal.
  2. survivors injured or dying: Only one person is shown injured, but now the status jumps from person to person on the bottom left, even to someone who isn't injured. Over time a second hurt status will appear, and the statuses will keep jumping around. Anyone downed may not appear on the ground if the status isn't on their name. Hooked people appear, but the status might not be on the actual hooked person. Bond and Empathy will only be able to see people according to their status on the bottom left, and their auras will match that.
  3. survivors injured or dying: Information becomes faked now, showing survivors as healed or injured when they aren't. Downed people might not be shown, and hooked people are shown but the status may not be on them. Bond and Empathy work the same as above.
  4. survivors injured or dying: All survivors are shown as dead on the bottom left. It is impossible to tell the auras of allies during this time, even downed or hooked people.
As an Effect of Madness: This makes the effects apply to the Doctor's trials only, and they seem stronger to me this way, rather than being a perk that relies on hitting people.
  1. st Tier Madness: Information on the bottom left may display one person being injured at any moment, and this status jumps around from person to person. Downed people might not be shown but hooked people are shown. Bond and Empathy stop functioning properly, showing auras matching the status at the bottom left rather than the real thing.
  2. nd Tier Madness: Information is faked now, may show from one person to all four survivors injured, or nobody at all, and it jumps from survivor to survivor. Madness statuses also start moving around a little bit, but subtly.
  3. rd Tier Madness: All survivors are shown as dead, survivor aura reading is impossible until the affected survivor snaps out of it.
Pros:
Survivors cannot really tell what's happening, and there's too much to keep track of, adds a new layer of uncertainty.
SWF groups are also heavily affected by this, as callouts and aura reading perks do not function properly.
Forces survivors to take Madness or getting hurt seriously, as it makes the game more difficult to read.
encourages survivors to not play the same character for gimmicks, as that only makes the aura reading more difficult.
Solo players may have an easier time performing due to the lack of callouts, but that really depends on the groups of people who play.

Cons:
No madness or no 2+ survivors injured? Useless perk/ effect. Even though with madness, SOMEONE is bound to be affected by it, even a little.
That was a super long one, sorry!
Perks (continued)
Killer Perk: ??? [Edited: 08/12/17]
At the start of a trial, 3/ 5/ all generators have a moderately/ considerably/ tremendously difficult skill check. Failing the skill check reveals the auras of the survivor who set it off for one second. This only affects a generator being worked on for the first time.

This perk has skill checks similar to Overcharge. However, it's an affect placed on generators at the start of the game, and it remains active until a survivor touches a generator. So theoretically, it can be triggered near the end of the game.

Killer Perk: ??? [Edited: 08/12/17]
Hooked survivors lose 1%/ 2%/ 3% of its charges every second of being hooked, until the item is left with 1% of its total charges, after which it will not be drained further.
Items and Offerings (Unfinished)
Character-based Items:
These items are based off different characters in the game and can be unlocked similarly to how teachable perks are. They are ultra rare and have special stats to them. They can only be unlocked on the corresponding character's bloodweb before being found by other characters, and it's only available after a character gets to level 50. It's an example of a reward through some progression, as well as a new reason to prestige characters for something outside of teachable perks and prestige clothes. Some examples:
  • Dwight's Toolbox: Same stats as an uncommon toolbox, +25% bonus efficiency for all addons.
  • Meg's Map: Same stats as the rare map, +25% bonus efficiency for all addons.
  • Claudette's Medkit: Same stats as an uncommon medkit, +25% bonus efficiency for all addons.
  • Nea's Flashlight: Same stats as an uncommon flashlight, +25% bonus efficiency for all addons.
  • Jake's Toolbox: ;(
  • Laurie's Key: Same stats as a very rare key, +25% bonus efficiency for all addons.
  • Feng's ???: ;(
  • David's ???: ;(
  • Ace's Hand: A special card he's taken with him to the entity's realm, guarantees a looted ultra rare item with two guaranteed but random addons, and it is instantly exchanged for whatever item is looted from the chest.
  • Bill's Medkit: A token from an old life, allowing the user to be hooked one more time. However, it can only be used after one has gotten to the second stage of the sacrifice. Bill's Medkit was Hotrod McCoolguy's idea.
Suggested by Xentrance (Edited 08/05/17):
  • Dwight's Flashlight: Same stats as an uncommon flashlight, +25% bonus efficiency for all addons.
  • Nea's Spray Can: Sprays paint that can only be seen by survivors. Has 15-20 seconds of use. (Considering being able to write out "camper" or "gen" would take a bit of time, but over time a system of symbols would be made to combat a low usage time).
  • Feng's Toolbox: Same stats as an uncommon toolbox, +25% bonus efficiency for all addons.
For Nea's item, it could be a spray-can, instead of a flashlight. Have it so that she can spray the floor or wall and the spray is aura-readable. This way, she can mark out objectives or the killer's hideout. Have the flashlight handed over to Dwight and the Toolbox can go to Feng Ming. The Kill Streak idea is nice, but there's the issue of balancing. Over-all, these are pretty good ideas.

Flower Blessing: (Edited 08/06/17) The flowers in your hands have been imbued with the souls of survivors before you. Place one at a hook and any survivor hooked there will have an additional 10% chance to get off the hook, or a 25% chance for a 4th attempt. Can be brought to trials in stacks of up to 5, but only 1 gets used on a hook. All are lost if the survivor dies. These are an ultra rare item that can be found if looting at the bottom of a hook. Cannot be found in chests or bloodwebs. They cannot be placed in the basement and any sabotaged hooks lose their Flower Blessing effect if they had one. The image is of an example Flower Blessing item, I used Calla Lillies on it because they symbolize life in some cultures.

Alternatively, the Flower Blessing may be an offering, offering the same effects but only for 3-5 hooks on the map and it is consumed as an offering. Once again, this can only be found in bloodwebs and does not affect basement hooks.
Passives (Unfinished)
Character-based Passives:
These are a sort of 5th perk in a way. These have to do with daily gameplay and depend on how well you perform. They can depend on how many specific tasks you perform OR how many games you survive. Like teachables they would have to be unlocked via the corresponding character's bloodweb before being able to find it on other characters. Also ultra rare. They can work as a sort of 5th perk slot, its own slot, or they can replace the item slot- but they cannot use addons. It's meant to be a sort of killstreak equivalent in a sense. The percentages in parentheses correspond to surviving games. Again, they can work depending on tasks OR surviving games!

Some examples:
  • Dwight's Tie: Grants a passive 1%/ 3%/ 5%/(7%/ 9%) bonus to repair speed, based on how many generators you've finished (or games you've survived).
  • Meg's Running Shoes: Grants a passive 1%/ 3%/ 5%/(7%/ 9%) bonus to movement speed, depending on how many chases you've escaped (or games you've survived).
  • Claudette's Bandages: Grants a passive 1%/ 3%/ 5%/(7%/ 9%) bonus to heal speed, based on how many survivors you've healed to full health (or games you've survived).
  • Nea's ???: (sorry Nea)
  • Jake's Birdcall: Any birds you walk or run by will only fly away 1/ 3/ 5/(7/ 9) seconds after you've alerted them, based on how many hooks you've sabotaged (or games you've survived).
  • Laurie's Mirror: Increase your range for aura-reading perks by 1%/ 3%/ 5%/(7%/ 9%), based on how many times you haven't been discovered within 8m of the killer (or games you've survived).
  • Feng's Lazy Bear: A special teddy bear that makes you gain madness 1%/ 3%/ 5%/(7%/ 9%) slower based on how many times you have been shocked (or games you've survived).
  • David's Bandages: Struggling from the killer's grasp is 1%/ 3%/ 5%/(7%/ 9%) easier.
  • Ace's Lucky Card: Grants a passive 1%/ 3%/ 5%/(7%/ 9%) bonus to luck based on how many chests you've looted (or how many games you've survived).
  • Bill's Holster: Grants a passive 1%/ 3%/ 5%/(7%/ 9%) bonus to recovery speed based on how many hits you've taken for your team (or how many games you've survived).
Personally I think they work better as a reward for winning games and have them stay with you whether you win or lose, rather than have them be their own items.
Charms (Unfinished)
Imagine little bits of property stolen from the killers that just so happen to be imbued with their power...These may just be cosmetics or have actual powers. My idea was this: Very rarely, when you get a killer who corresponds to the specific map, such as a Trapper on MacMillan or a Hillbilly on Coldwind, on specific map layouts, a rare chest may spawn somewhere in the largest building other than the killer shack. The location of the chest is randomized, or it may not spawn at all. These chests may contain a special cosmetic/ item/ offering that can be brought out of the map if you survive. These special items can be equipped or used and are dependent on the killer's map that you found it on, and will only pertain to that specific killer. Once again these are just unlockables, and the hope is to have a system where survivors don't lose them like items, but can still use them.

Here's a few:
  • Trapper's Tools: After studying his tools, you know much more about his designs. You can see the addons placed on armed traps in front of you when disarming them.
  • Wraith's Cloak: You see those dreadful symbols everywhere now, even when you close your eyes. He now leaves his symbol of invisibility wherever he stands.
  • Hillbilly's Tools: Sorry Billy ;(
  • Nurse's Breath: You find a curious bottle in a previous trial, and it turns out to contain the Nurse's last breath. She gives off a wheezing breath before she is about to blink.
  • Hag's Necklace: A charming necklace made of wilted swamp flowers. You feel power emanating from their dry state. Your eyes do not move so quickly to look at any traps you set off.
  • Shape's Hair: Time spent around this crazed killer has honed your senses to his arrival. Myers' breathing is a little bit louder in Evil Within 1.
  • Doctor's Notes: After learning about the effects of madness, being crazy becomes just a little bit easier for you. Effects of madness are less frequent.
  • Huntress' Wolf Toy: You can almost hear her lullaby whenever you look at this doll. The lullaby you hear in trials is audible from a longer range, but it is also louder.
If you were to equip any of these, the killer would be able to know, as all charms would appear to be sticking out of your character's left pocket. That, and they emit a glow only the killer can see in the lobby, if the charm actually counters them. In trials however, they do not emit any glow and do not make it any easier to see a survivor.
Secrets
Shhhh... These are just a few fun things I thought would be kind of creepy easter eggs for the main menu.
  • 0.001% chance that upon opening the game, all the survivors at the menu campfire will be dead instead of talking to one another.
  • 0.001% chance that upon opening the game, all the survivors at the menu campfire will be looking directly at the menu camera rather than one another.
  • If your menu killer has Whispers equipped, then the whispering could be audible in the menu, but just barely. ;)
Reworks and New Systems
These are various reworks of systems that already exist in the game along with a few new ones I thought would be pretty cool to see.

Trapper Trap Buff:
Trapper can resupply any sabotaged traps from a locker in the same way a Huntress can resupply her axes, only the traps have no addons, even if the Trapper came into the trial with addons. He can only get as many traps as he can carry, and no more than the amount that has been sabotaged in the game at that point. There will always be the original amount of traps spawned on the map. With this, there were addons created for this:
RARE- Traps received from lockers have a rare or better addon equipped, and a small chance to have a bonus addon of any rarity.
ULTRA RARE- 100% chance of receiving a honing or diamond stone addon from a locker trap.

Entity's Blessing: 2 Versions
  1. Showing no hesitation in your sacrifice has given the Entity some interest in you. Attempt to struggle off the hook from the moment you have been hooked and the entity shall grant you a 4th and 5th attempt so it can watch you fail, but keep in mind that if you do make it off during the 4th attempt, your second hook will leave you with 75% the normal struggle time and getting off on the 5th attempt will reduce that to 50% as your punishment for displeasing the Entity.
    While this may encourage people to struggle off the hook, the fact that there was the glitched 4th attempt earlier didn't encourage anyone from what I saw. This is based off that glitched 4th attempt, but if people wish to sacrifice themselves faster for this then in the end it's their fault. It's meant for SWF groups and for the last survivor being hooked when the second to last person is almost dead.
  2. A hooked survivor who has not attempted to get off the hook who has no other survivors at any point during the first phase within 16m will be given an 8% attempt chance at the very end, and should they get off then the second hook will bring them to the second stage of the sacrifice.
Gamble With The Entity: 2 Ways to Play
In the game lobby, you can gamble your bloodpoints with the Entity for a difficult challenge and should you win, you will be rewarded. Challenges can be done alone or in a group of 4 survivors. Some of the challenges have rules that can easily be broken, so be careful! As an example of what it may look like:
  1. Solo Games: Before readying up in the game lobby, you place a bet with the Entity for whatever amount of points you choose. If the Entity wants to play, then it accepts and takes those bloodpoints. On the offerings screen, along with the game's offerings it will show you what the Entity's challenge for your bloodpoints will be. You have to complete the challenge (in order, if it asks) and if you survive, you get double your bloodpoints back, and maybe even an item. You get those points along with the trial's points. If you die however, you do not get any bloodpoints back, not even the ones you earned in the trial.
  2. SWF Games: Your entire 4-man group can take on the challenge. Everyone receives a different challenge along with different rules. If everyone escapes, the team gets triple their bets back along with the trial's points. If one person dies, the escapees get double their points along with the trial's points. If two people die, the escapees get their bets back, no trial points. If three people die, the remaining survivor receives half their bet back, with no trial points. And of course if you die, you get nothing.
Examples of Entity challenges:
  • Play using no perks and no items, looting is not allowed.
  • You must be outside the killer's terror radius at least half the trial.
  • Play with these perks: (lists the 4 perks, does not give you any you do not have)
  • Any generator you start must be finished to the end.
  • No failed skill checks.
New Prestige w/ Tougher Bloodwebs:
Right now, bloodwebs are really easy to get through, and it's even easier nowadays with We're Gonna Live Forever bring around. For me personally, at least, Once someone gets to prestige their character three times, there's not much to do with that character. However, what if there was another tier to prestiging? Now imagine if at prestige 3, every new bloodweb you unlock has about a 1% chance of showing a red prestige symbol in the center of the bloodweb, it will show a black one? Prestiging using this has no effect right off the start, other than reverting your character to level 1 again with no items or perks. However, bloodwebs have more things to unlock, straight off the bat. On top of that, everything is worth more, and it can get even more expensive. Levels will only have one perk on them, not two, and the Entity will not show up to help out by eating items you don't want. This may seem familiar to many veteran players, because it's based off the old bloodweb system. The first prestige will also give no reward, you will need to go through this new bloodweb three times, just like starting out, in order to receive cosmetics every new prestige, until you reach the new prestige 3. And the cosmetic reward? It can be more blood, or even the Entity-cursed cosmetics I mentioned near the start of the list. I feel like it's a worthwhile challenge and brings back the grind to anyone who wants it. It may look like the image below:

Rank Rewards:
I left what I feel is the most commonly talked about subject for last.As many of us know, there's currently no reward for reaching rank 1. These were some of the ideas I had that don't rely on new cosmetics or new items being made every month to soothe the DBD playerbase.
  • Cosmetic Reskins: I think we would be more than happy to see a cosmetic we already own simply get a recoloring or a new design on the front/ back. Not even every month, maybe even every few months. These aren't in any particular order.
  • Rank 1 Necklace or Badge: Survivors would receive a necklace or badge with the rank 1 symbol on it, the three immovable gears. Killers would receive the rank 1 skull. As long as they remain in rank 1, they can wear these. I feel like giving them away for reaching rank 1 once isn't that fair, considering they can just get the achievement for that. It makes it more worthwhile if there's a possibility of losing it from a few really bad games and after ranks reset.
  • Bloodpoint Offerings: Considering that streamers are probably going to get removed at some point, it would be pretty cool to receive one of these once a month for reaching rank 1. Personally, any type of offerings would be cool.
  • Bloodpoints: Any type of bloodpoints would be fairly easy to give out to people. Even a 50k bp reward would be something, considering that's only about 3-4 games of points. An idea was to make it be 10k bp earned per rank you achieve, so if you get from rank 15 to rank 1 before the ranks reset, once they do you've earned 150k.
  • Bloodweb Modifications: This one is kind of iffy, but a passive thing for reaching rank 1 could be having rarer items appear more often in your bloodweb as a reward, it's definitely an incentive for getting to the top and staying there.
  • Rare/ Ultra Rare Items and Offerings: The easiest and cheapest (probably) things to earn from getting to rank 1 every month, even a small offering can make someone feel good for putting in the effort.

Perk Dailies
A simple change to deal with the "meta" while promoting other perk plays can be to include a new set of dailies. Dailies such as; "Survive using Iron Will for 5 games" and get a reward such as 10,000 BP per game. It would spice up games, and promote the usage low tier or otherwise useless perks.
Random Bits
Things past here are edits and additions past the original creation of the guide. This was originally posted a few months before Freddie came out, so naturally as time goes on it becomes more and more outdated. These are just ideas that might not fit into previous categories or have changed rom their originals. May or may not be fleshed out.

-An item or offering for the bloodweb itself. If used, the next bloodweb will be completely filled with items, offerings, and only one perk, however everything will cost half their usual amount of bloodpoints.
Final Words
Anyways, thanks for getting to the end, if you read that far. If anyone's got any suggestions or comments please feel free to write them here, or talk to me about it. Maybe people like at least something here. For ease of access, here's the link back to the DBD discussion.

Wow, I didn't expect this to actually get popular, thanks to everyone who actually went through it all, I appreciate it.
36 comentarios
Briggs  [autor] 19 AGO 2017 a las 13:00 
@Nightmare Nurse, thanks a bunch!
𝕶𝖎𝖙𝖙𝖞 19 AGO 2017 a las 10:29 
I absolutely love these ideas, everyone is thinking something different so not everyone may agree. All I can say is I hope the devs see this and maybe make a new branch for those of us who are just alike in thinking. +rep Briggs <3
Briggs  [autor] 11 AGO 2017 a las 13:01 
@acti0n ty <3
Cawpone 11 AGO 2017 a las 12:59 
Came back just to say amazing ideas :) +rep Briggs <3
Briggs  [autor] 11 AGO 2017 a las 1:52 
@Clem thankies :icefox:
Briskey 11 AGO 2017 a las 1:46 
Some of these ideas are great. Hope the devs see this and incorporate some of these into the game.
Briggs  [autor] 11 AGO 2017 a las 0:55 
@seth Thank you
seth 10 AGO 2017 a las 23:59 
Great ideas nonetheless.
Briggs  [autor] 10 AGO 2017 a las 23:42 
@seth, thanks, although don't count on any of these being put into the game :tabbycat:
seth 10 AGO 2017 a las 23:40 
You have put some fantastic ideas on here, I look forward to see if any of these get implemented. Props on making this :D.