Resurrection of the Moonlight Offerings with a new effect?

The Moonlight Offerings have been retired for understandable balancing needs related to the lighting of the various maps, not to mention that in closed environments, such as Lery or The Game, they could not produce any effect.


But since it is a real pity that such beautiful offerings have been shelved (in Dead by Daylight not even a pin should be removed: the evolution must go in one direction only, that of enrichment and expansion!), I would like to mobilize the community for a frank and constructive discussion on how to give them a completely new effect, and a rebirth within the game! Come on, guys, appeal to your creativity, suggest a possible modern use of these offerings, suitable for today's game and tomorrow's prospects! :)



My idea, explained below:

1) is quite simple to implement (the developers are already quite overworked with dedicated servers and new chapter);

2) suggests new playstyles and strategies;

3) respects the basic concept of the Moonlight Offerings as offerings related to light and visibility;

4) is consistent with traditional mechanics, which wanted such offerings available for both killers and survivors;

5) keeps intact the Moonlight Offerings' rarity levels and the conditions under which they stack;

6) works perfectly in any game condition (ie it is not tied to particular powers or perks...).


Crescent Moon Bouquet: Calls upon the Entity to moderately darken the Hatch and, if open, reduce the distance at which it can be heard by 4 meters.

Quarter Moon Bouquet: Calls upon the Entity to moderately brighten the Hatch and, if open, increase the distance at which it can be heard by 4 meters.

Full Moon Bouquet: Calls upon the Entity to tremendously brighten the Hatch and, if open, increase the distance at which it can be heard by 8 meters.

New Moon Bouquet: Calls upon the Entity to tremendously darken the Hatch and, if open, reduce the distance at which it can be heard by 8 meters.

Comments

  • It would be cool if these offerings additionally (or instead of hatch mechanics) affected direct survivor tracking mechanics such as blood and scratch marks, which are often not given enough thought.

    Crescent Moon Bouquet: Moderately decreases the visibility of Survivor disturbances and blood. Slightly increases all Survivor sounds.

    Quarter Moon Bouquet: Moderately increases the visibility of Survivor disturbances and blood. Slightly decreases all Survivor sounds.

    Full Moon Bouquet: Tremendously increases the visibility of Survivor disturbances and blood. Slightly decreases all Survivor sounds.

    New Moon Bouquet: Tremendously decreases the visibility of Survivor disturbances and blood. Slightly increases all Survivor sounds.

    The survivor sound modification was added as an afterthought and might not need to be included, but without it, I realized that the offerings were very one-sided. Although, to be fair, the original offerings gave preferential treatment to one side or the other.

  • Its so the offerings come back, and also because I rarely say it

  • @Kind_Lemon And how would you make your offerings interact with perks, such as Lightweight and Dance With Me?


    @Hoodedfengm1n Ah, ok. :)

  • @DocOctober said:

    They could implement various degrees of rainstorm? I'd like some more weather than just light rain and snow.

    My poor frame rates!

  • @Entità said:

    @Kind_Lemon And how would you make your offerings interact with perks, such as Lightweight and Dance With Me?

    @Hoodedfengm1n Ah, ok. :)

    @Entità I’m unsure of the nature of your question. If you are talking about “visibility”, that refers to the brightness of the scratch marks and blood, not the duration. So, there’s no direct correlation between moonlight offerings and scratch mark perks. Does that answer the question?

  • Has there been a Behavior read yet?

  • @Ember_Hunter said:

    Has there been a Behavior read yet?

    I hope Devs will response on this discussion.

  • @Kind_Lemon said:

    https://forum.deadbydaylight.com/en/discussion/comment/607075#Comment_607075

    @Entità I’m unsure of the nature of your question. If you are talking about “visibility”, that refers to the brightness of the scratch marks and blood, not the duration. So, there’s no direct correlation between moonlight offerings and scratch mark perks. Does that answer the question?

    The distinction between duration and visibility of scratch marks or pools of blood is not so clear: while the seconds pass, these marks fade slowly, until they disappear completely. Lightweight, Predator, Bloodhound influence the brightness / duration of these tracks, and your Moonlight Offerings would affect the functioning of these perks. It is certainly not forbidden, but it requires a greater balancing effort.


    To tell the truth, my humble doubt concerns the promiscuous usability of your Moonlight Offerings by both the killer and the survivors: in my system, centered on hatch visibility, each offering can be, according to the circumstances, advantageous for the one or for the other faction, and this does not raise balancing problems. In your system, linked to scratch marks and pools of blood, it is clear that the survivors would burn only the offerings that reduce their tracks, while the killer would try to increase them, burning the others: this would raise serious problems, if the killer tried, with one offering, to counter four of the survivors. Your idea would bring the Moonlight Offerings closer to the Oak Offerings and the Coin Offerings, deliberately unbalanced to favor the faction that has more need for hooks (killer) or chests (survivors), respectively. Instead, the Moonlight Offerings, in their original conception and my reform, remain close to the Mist Offerings: that is, they are all fully accessible both to the killer and to the survivors, because they can all abstractly benefit both of them (a Murky Reagent can help survivors with Spine Chill and Urban Evasion, but also a Pig, a Myers, a Ghostface, a Wraith; on the other hand, my New Moon Bouquet can be useful to either the killer or the last survivor, based on their position on the arena when the hatch opens, on the time spent by the survivor to look for the hatch before its opening, on the possible presence of keys or maps...).


    @Ember_Hunter @Xaggy Yes, I received a BHVR Read alert.

  • @Entità said:

    https://forum.deadbydaylight.com/en/discussion/comment/608694#Comment_608694

    The distinction between duration and visibility of scratch marks or pools of blood is not so clear: while the seconds pass, these marks fade slowly, until they disappear completely. Lightweight, Predator, Bloodhound influence the brightness / duration of these tracks, and your Moonlight Offerings would affect the functioning of these perks. It is certainly not forbidden, but it requires a greater balancing effort.

    To tell the truth, my humble doubt concerns the promiscuous usability of your Moonlight Offerings by both the killer and the survivors: in my system, centered on hatch visibility, each offering can be, according to the circumstances, advantageous for the one or for the other faction, and this does not raise balancing problems. In your system, linked to scratch marks and pools of blood, it is clear that the survivors would burn only the offerings that reduce their tracks, while the killer would try to increase them, burning the others: this would raise serious problems, if the killer tried, with one offering, to counter four of the survivors. Your idea would bring the Moonlight Offerings closer to the Oak Offerings and the Coin Offerings, deliberately unbalanced to favor the faction that has more need for hooks (killer) or chests (survivors), respectively. Instead, the Moonlight Offerings, in their original conception and my reform, remain close to the Mist Offerings: that is, they are all fully accessible both to the killer and to the survivors, because they can all abstractly benefit both of them (a Murky Reagent can help survivors with Spine Chill and Urban Evasion, but also a Pig, a Myers, a Ghostface, a Wraith; on the other hand, my New Moon Bouquet can be useful to either the killer or the last survivor, based on their position on the arena when the hatch opens, on the time spent by the survivor to look for the hatch before its opening, on the possible presence of keys or maps...).

    @Ember_Hunter @Xaggy Yes, I received a BHVR Read alert.

    I wasn't sure exactly how to balance the offerings to be worthwhile for both sides, so I threw something out there that wasn't all that great. I've amended what I would like to see the offerings modify and have included them below (along with the mist offerings).

    To your point about stacking, Moonlight offerings and Dark Mist offerings stack only in certain ways. Even now, if 4 survivors bring in a Murky Reagent, it will only be as thick as 1 Murky Reagent. The same was true if 4 Survivors Brought in New Moon Bouquets; the result would be the darkness of 1 New Moon Bouquet regardless of whatever other moonlight offerings were burned.

    The power granted by the offerings can only be as strong as the most powerful of the offerings and no more.

    Suggested Modified Offerings:

    Crescent

    -         Slightly Darker Scratch Marks and shorter duration

    -         Slightly Less Visible Blood

    -         Aura reading range decreased by 15%

    -         Survivor FOV is decreased by 5 degrees

    Quarter

    -         Slightly Brighter Scratch Marks and longer duration

    -         Slightly Brighter Blood

    -         Aura reading range increased by 15%

    -         Survivor FOV is increased by 5 degrees

    Full

    -         Moderately Brighter Scratch Marks and longer duration

    -          Moderately Brighter Blood

    -         Aura reading range increased by 30%

    -         Survivor FOV is increased by 10 degrees

    New

    -         Considerably Darker Scratch Marks and shorter duration

    -         Slightly Less Visible Blood

    -         Aura reading range decreased by 45%

    -         Survivor FOV is decreased by 15 degrees


    Clear Reagent

    -         Slightly lessens the dark mist

    -         Slightly increases the volume and range at which all sounds can be heard

    Faint Reagent

    -         Slightly thickens the dark mist

    -         Slightly decreases the volume and range at which all sounds can be heard

    Hazy Reagent

    -         Moderately thickens the dark mist

    -         Moderately decreases the volume and range at which all sounds can be heard

    Murky Reagent

    -         Considerably thickens the dark mist

    -         Considerably decreases the volume and range at which all sounds can be heard

  • @Kind_Lemon said:

    https://forum.deadbydaylight.com/en/discussion/comment/609947#Comment_609947

    I wasn't sure exactly how to balance the offerings to be worthwhile for both sides, so I threw something out there that wasn't all that great. I've amended what I would like to see the offerings modify and have included them below (along with the mist offerings).

    To your point about stacking, Moonlight offerings and Dark Mist offerings stack only in certain ways. Even now, if 4 survivors bring in a Murky Reagent, it will only be as thick as 1 Murky Reagent. The same was true if 4 Survivors Brought in New Moon Bouquets; the result would be the darkness of 1 New Moon Bouquet regardless of whatever other moonlight offerings were burned.

    The power granted by the offerings can only be as strong as the most powerful of the offerings and no more.

    Suggested Modified Offerings:

    Crescent

    -         Slightly Darker Scratch Marks and shorter duration

    -         Slightly Less Visible Blood

    -         Aura reading range decreased by 15%

    -         Survivor FOV is decreased by 5 degrees

    Quarter

    -         Slightly Brighter Scratch Marks and longer duration

    -         Slightly Brighter Blood

    -         Aura reading range increased by 15%

    -         Survivor FOV is increased by 5 degrees

    Full

    -         Moderately Brighter Scratch Marks and longer duration

    -          Moderately Brighter Blood

    -         Aura reading range increased by 30%

    -         Survivor FOV is increased by 10 degrees

    New

    -         Considerably Darker Scratch Marks and shorter duration

    -         Slightly Less Visible Blood

    -         Aura reading range decreased by 45%

    -         Survivor FOV is decreased by 15 degrees

    Clear Reagent

    -         Slightly lessens the dark mist

    -         Slightly increases the volume and range at which all sounds can be heard

    Faint Reagent

    -         Slightly thickens the dark mist

    -         Slightly decreases the volume and range at which all sounds can be heard

    Hazy Reagent

    -         Moderately thickens the dark mist

    -         Moderately decreases the volume and range at which all sounds can be heard

    Murky Reagent

    -         Considerably thickens the dark mist

    -         Considerably decreases the volume and range at which all sounds can be heard

    I stand by this! :D

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/602708#Comment_602708

    I see maps all the time in my killer lobbies. I normally presume they’re part of a SWF because the other 3 have 2 toolboxes (or 2 flashlights) and a key.

    Which then normally results In a quick equip of Franklins and an attempt by me to tunnel the ######### out of both the map and key holders.

    i never see that as survivor it cant be that common

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/618966#Comment_618966

    Clarification: Here in Australia (on PS4) i’m predominantly matched with other Aussies, or players from New Zealand or Asia. And boy oh boy are most of those survivors sweaty. Very few casual matches without the most try hard items and load outs. So I see maps in lobbies about 50% of the time, and about 90% of those times when someone has a map there is also another survivor with a key. And when there isn’t a key i’ll see in the results screen that someone was running Plunderers Instinct. Mid game hatch escapes happen quite frequently across my matches.

    how many people escape on those mid match escapes generally?

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/618966#Comment_618966

    Clarification: Here in Australia (on PS4) i’m predominantly matched with other Aussies, or players from New Zealand or Asia. And boy oh boy are most of those survivors sweaty. Very few casual matches without the most try hard items and load outs. So I see maps in lobbies about 50% of the time, and about 90% of those times when someone has a map there is also another survivor with a key. And when there isn’t a key i’ll see in the results screen that someone was running Plunderers Instinct. Mid game hatch escapes happen quite frequently across my matches.

    So you should endorse my proposal, right? :) A darker (if you fears they'll find it before you) or clearer (if you want to find it first) hatch can be helpful...

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