About Devs Talking About Status Effects On Add-ons

So correct me if i'm wrong (though if i am wrong, this thread is kinda useless), they said they would look at "Z" Block for Nightmare, cause practically no one likes Hemorrhage being Very Rare, but they did that for multiple reasons, one being that they don't want to put something like Exhausted or Exposed on it.

And i can definitely understand that: You walked on my Snare, now i can 1-hit you.

Yeah, not very fun, and that's their priority, to make it fun.

But i still find it a weak excuse to put something so weak on it instead.


Now there's 2 solutions i can think of, with 1 not very realistic.

  1. Make new Status Effect(s). This is the less realistic one since it's a lot more work for just an additional option, while it also keeps Haemorrhage & Blindness at the bottom of the barrel.
  2. Buff weak Status Effects. This would make them more viable options or would at least be more considered for fun/gimmick builds. (Though Blindness can be just that, but it really needs full devotion.)

Examples, you ask?

Well okay...

Haemorrhage

Make them die faster in the Dying Health State and/or make them die faster on the Hook.


Maybe make it so that, if you lose blood for too long, you start having a blurry vision, indicating you're losing WAY too much blood.

Skill Checks would be blurry too, making it hard to see where the success zones are, and thus incentivizing them to heal or be healed before doing any other interaction, maybe even incentivizing them to do so before getting the blurry vision.

Blindness

Hex Totems are now seen as Dull Totems & also won't produce the Hex Totem noise.

Also remove the Red Stain. (I know, Beast of Prey is a thing, but it just kinda sucks, mkay? 🤣 )

Comments

  • Blindness is already debilitating not seeing auras when you need them, like slugged survivors or people on hooks and countering aura read perks survivors have.

    Hemorrhage speeding up hook death or bleed out? Campers would love that. I don't know about the skill checks being blurry - that sounds more like a perk level thing and you should consider what would happen with stacking other perks/add-on to it. Hemorrhage should be a useful choice, but not elevated to meta level.

  • @darktrix said:

    Blindness is already debilitating not seeing auras when you need them, like slugged survivors or people on hooks and countering aura read perks survivors have.

    Hemorrhage speeding up hook death or bleed out? Campers would love that. I don't know about the skill checks being blurry - that sounds more like a perk level thing and you should consider what would happen with stacking other perks/add-on to it. Hemorrhage should be a useful choice, but not elevated to meta level.

    That's why they're examples, it means that these might not be good ideas, but the idea of buffing them still stands.

    EDIT: I wrote "good" as "bad", brain fart.

  • Blindness:

    • Removes auras.
    • Removes main HUD (survivor and generator status icons, item charge bar).
    • Skill check UI is smaller (as in the actual size of the UI element, not zones or anything).
    • Vision is slightly distorted (similar to Clown's gas but turned way down).

    Hemorrhage:

    • Increase bleeding frequency.
    • Healing progress will regress if you stop healing.
    • Successful skill checks have random chance to trigger a notification.
    • Increases cries of pain by 25%.
  • @thesuicidefox said:

    Blindness:

    • Removes auras.
    • Removes main HUD (survivor and generator status icons, item charge bar).
    • Skill check UI is smaller (as in the actual size of the UI element, not zones or anything).
    • Vision is slightly distorted (similar to Clown's gas but turned way down).

    Hemorrhage:

    • Increase bleeding frequency.
    • Healing progress will regress if you stop healing.
    • Successful skill checks have random chance to trigger a notification.
    • Increases cries of pain by 25%.

    "Healing progress will regress if you stop healing."

    Instantaneously like Totem cleansing or at a rate like Generator regression?

    If at a rate, what rate? Cause Generator regression would seem too slow. (And of course, we can't have anything too fast.)

  • @Boss said:

    https://forum.deadbydaylight.com/en/discussion/comment/605391#Comment_605391

    "Healing progress will regress if you stop healing."

    Instantaneously like Totem cleansing or at a rate like Generator regression?

    If at a rate, what rate? Cause Generator regression would seem too slow. (And of course, we can't have anything too fast.)

    Like gen regression, but not at that same rate. Whatever is deemed fair, it's just there to reward killers for interrupting heals.

  • @darktrix said:

    Blindness is already debilitating not seeing auras when you need them, like slugged survivors or people on hooks and countering aura read perks survivors have.

    Hemorrhage speeding up hook death or bleed out? Campers would love that. I don't know about the skill checks being blurry - that sounds more like a perk level thing and you should consider what would happen with stacking other perks/add-on to it. Hemorrhage should be a useful choice, but not elevated to meta level.

    Please tell me you're joking?

    I can't think of any practical situation in where 4 survivors are using all meta perks and 30 or 60 seconds of blindness would make any difference whatsoever. Only Hex: The Third Seal is even worth anything at all because it's permanent until cleansed.

    When you hook someone, even someone who's blind will see the light circle disappearing and know where to go for unhook.

    If you're the last person left, or just 3 people left, if a killer injures you and you go blind, that's going to have zero impact. The killer would have to abandon chase and go find someone else and slug them and that slugged survivor would have to be close to dying from bleedout for any of that to matter at all.

    You'll literally never have a game in red ranks where a survivor dies from bleedout unless nobody manages to find the hatch, which is exceedingly rare.

  • @thesuicidefox said:

    Blindness:

    • Removes auras.
    • Removes main HUD (survivor and generator status icons, item charge bar).
    • Skill check UI is smaller (as in the actual size of the UI element, not zones or anything).
    • Vision is slightly distorted (similar to Clown's gas but turned way down).

    Hemorrhage:

    • Increase bleeding frequency.
    • Healing progress will regress if you stop healing.
    • Successful skill checks have random chance to trigger a notification.
    • Increases cries of pain by 25%.

    That hemmorage effect would make sloppy butcher scary as hell. I like it.