Dahtin
Dahtin
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I intensely disagreed with the Anti-Tunnel implementation. It was flawed in idea and execution. Still, a variant that is significantly more strict in its activation could totally work, hopefully without jeopardizing Killer info.
But the Anti-Slug changes were great and should have been added with tweaks. There were two main exceptions that made it shaky:
- Survivors should choose between recovery and crawling.
- The 90 second timer being a catch-all was a terrible decision that guts certain Killers so hard that they might as well be Kill-Switched instead.
If the devs changed these, I genuinely think Anti-Slug would work in the short-term, with long-term adjustments needed for the killers most affected by the change. It prevented probably the most frustrating aspect of Solo-Queue that the game has had since launch. I might write a feedback log here on how to explicitly improve Anti-Slug for the next Mid-Chapter due to how close it was to working out. It just unfortunately got bundled with a feature that made it look far stronger than it was. -
I do agree that this combo is unhealthy, but I don't think its due to its nature alone. Rather, its due to the fact that it only works after perks that let Survivors extend distance from the Killer. I feel that a lane needs to be chosen between "chase-extension" and "chase-losing". This combo flatly allows for both with just the three perk set-up of Lightweight > (Insert Exhaustion) > Ghost Notes, meaning you can do either without devoting a full build to the flexibility you get for chases.
Would it be best if this combo were to exist, but not activate if the Haste effect were to proc for the Survivor? It might be a convoluted solution, but that way there has to be a choice between chase-extension and chase-losing. In that case, you're enabling the less-used Exhaustion perks like Rapid Response and Head On and encouraging a stealth play-style, of which Killer has quite a few counters for as-is.
Stealth is fine, but having stealth and chase-extension for only three perks sounds a tad much. Lightweight/GhostNotes is still super strong, but it at least does not pair itself with already-strong perks this way. -
Its terrible for me. Eyrie is borderline unplayable now. 1660 SUPER worked fantastic for the game until this update, regardless of monitor or max frame rate. :(
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Very late to this, but I decided to crunch my numbers over the past month for this. Who knew one day meticulously recording every Survivor match I've played would come in handy? I also refuse to run anti-tunnel perks so my numbers are probably inflated as a result.
For context, I do not consider body-blocking to divert attention tunneling, nor do I consider it tunneling if the Killer doesn't beeline straight for the unhook. With this in mind… Top 5 for the last 2 months!
Knight: 12/23 games. 43%, wowie. He's not even good at this though???
Trapper: 3/7 games. 42%, but he's weak and a small sample size. I could have counted Basement Trapper as tunneling, I guess, but that would have been 5 out of 7 then lol.
Huntress: 22/78 games. 28%, highest game amount total killer-wise.
Legion: 10/29 games. 27%.
Skerch (Skull Merchant): 3/13 Non-DC games, 23%.
Interestingly, I thought Chuckster and Nemesis would be guaranteed Top 5. Maybe its just how bad it feels to be tunneled that inflates that number in my mind? Also, shoutout to my Pyramid Head mains, thanks for not tunneling in the four games I had against you even if the power encourages it! <3 -
My reasoning was between four candidates: Ash, Quentin Smith, Cheryl Mason, and Yoichi Asakawa. I see a good argument for all four of them.
Ash is perhaps the most straightforward one of the four, seeing how he lost everyone and is constantly in a war for the state of the world. Everyone he loves becomes a Deadite in some form, and he closed himself off from others to prevent a target from being placed on them, all because of their relationship with him. He's gone through A LOT, and I nearly instantly chose him. However, he continued to conquer the horrors that threw themselves at him, growing stronger, cockier, and more resolved. Though he might have suffered the most, he is not the one currently suffering the most, and due to the nature of The Fog, I have to believe someone else is going through it worse.
Cheryl Mason is more or less a humanization of guilt, grieving over the death of her father as well as the knowledge of what had happened to her past reincarnations. To be frank, she was more-or-less a "next in line" of unfortunate circumstance and grisly fates considering the record she was all too aware of. However, she was eventually able to push back. Though her psychological state is irreparably fractured, she is still able to utilize poor situations to push through.
Yoichi, on the other hand, hasn't experienced the horrors of Cheryl or the nightmares of Ash. He was the survivor of the curse. He grew successful, only to crash when his students disappeared in a location connected to the curse. The guilt lingering for decades bubbled back to the surface. Diving into a frenzy, Yoichi was ostracized and all the work he had done could not save him from ridicule. The Entity then likely took the form of his father, the same spirit that freed him from Sadako, to pressure him into continuing the moment he found a steady job. In following his father, Yoichi was flung to his death from the ship, watching the spirit that granted him salvation lead him to the very curse he had been running from the whole time, and something worse. Yoichi's guilt and fear led him to drown by the curse, decades after it vanished.
That said, Yoichi had something that Quentin Smith did not: release. To be vulnerable, The Entity had to play onto his fears, much as it did with Cheryl and Yoichi. Those fears had vanished and were dug back up. But for Quentin? Those fears never left in the first place. Freddy's terror had not ceased with Nancy's plan, it had only taken a reprieve. Quentin faced an organic nightmare, not only built on superstition and rumor. Sadako was never there; Freddy was. His survival was only due to The Entity's grasp, forever tasked to help others, no matter the fear he held. Even in the perks, there is a sense of urgency and fear matched by no other Survivor.
TL;DR - Ash and Cheryl could get through their horrors (albeit less so with Cheryl) and Yoichi fell completely helpless to a perceived resurgence of what he ran from his entire life, despite that not being the case. Quentin, however, experienced a real nightmare he thought he had conquered, and his panic and fear matched the state of Yoichi. Yoichi, Ash, and Cheryl can be driven by a relentless desire to see things through in The Fog, but Quentin is driven solely by fear and hatred.
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This concept is exceptionally made, especially for someone who has only played for a month! Unfortunately, I’m in a bit of a rush (15 minute break only gets me so far), so I won’t go over add-ons and perks just yet.
The power is very simple, yet effective. I think the only major changes I’d consider would be tweaks to balancing. Cocoon with Leap is already quite effective, but it must also be considered for indoor maps. Leap alone is a worse Hillbilly chainsaw on, say, Lery’s, but can be borderline uncounterable on Blood Lodge. Instead, I’d make the primary power focus on buffing Leap’s versatility. One way to do it is to have Cobwebs grant you additional speed and range with the Leap, but I’m not sure how best to do it. I do think that Cobwebs should be able to be applied multiple times to structures, but especially windows.
Also, having Cobwebs randomly placed around the map makes The Weaver highly RNG-reliant, almost as much as The Dredge. Instead, I feel it could be applied like how Nightmare applies Dream Pallets. This gives more autonomy to the player, and makes concocting a web of traps all the more easier.
I’ll likely revisit this when I have the time, but it looks great so far!
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@simon9072015 said:
https://forum.deadbydaylight.com/en/discussion/comment/3092575#Comment_3092575
thank you. its nice to at least 1 person appreciate the work and look all the details <3
I certainly get the feeling when people react to my own custom designs! It’s very unique seeing a map concept, too, since there just aren’t a lot of non-technical avenues for drafting such. You can’t quite convey the sense of a map in just description, so having these prototypes really helps bring the custom alive.
It’s also clear how much detail you accounted for. There are very few dead-zones that don’t offer a Totem spawn, and I can see the areas that Pallets/Hooks/Windows could spawn in even outside of the ones you drafted, which adds a lot of variety to tiles that would otherwise fall into the trap of having a set play style like Dead Dawg Saloon. Variety in tiles is something even BHVR can struggle with at times, so it’s especially impressive for a solo effort (assumingly)!
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Going to go through both the perks and then the Killer.
The perks seem pretty nice. Cold Science might be a little underpowered, but increasing the duration by a bit should put it at a decent spot. Observational Analysis could be especially interesting on indoor maps or maps with multiple floors.
False Promises can be extremely oppressive on Cenobite, since I know the Lament Configuration counts as an item for effects like Hoarder, so it could have a very unique spot in those niche builds. Even so, the Terror Radius limitation can put it out of reach of proc'ing on Survivors, so maybe it should instead inflict Exposed for a longer period of time? Alternatively, you could make it so items spend charges at a slower rate (with the item progressing the action by a similar reduced rate, of course), so immediate med-kit heals aren't as effective. It also plays into the idea of Survivors slowing down as neurotoxin builds, even with their tools of protection.
As for the killer itself, I feel GLaDOS is currently too situational. I like the idea of having traps that perform best at a far range, but there could be angles where a Survivor must place themselves in the line of fire for an objective (for example, a turret is positioned in the corner of the map by a spawned Exit Gate). That can be very frustrating to go against if the counter-play is solely pushing the turret down from behind, especially if GLaDOS can rotate the Turret to face any direction. Maybe the Turret should be able to be pushed down from any angle but Survivors are targeted faster the closer they are to it. This could make it so you can disarm a Turret placed at a particularly dangerous angle if you act quickly and use cover. This also increases the value GLaDOS can gain by using a Turret to defend a point that could be used to flank another Turret.
That said, Turrets need to be handled carefully so that it doesn't become a slower, less effective Birds of Torment. Maybe a short set-up time would work, to offset the fact that it attacks. This also gives Survivors time to run from a loop if the Turret is used to mitigate one. Finally, a small QoL I'd make is that GLaDOS can see the auras of Survivors downed by a Turret for a short amount of time, so hooking them after they're downed from a far distance is easier.
Deadly Neurotoxin is a pretty nice passive effect and encourages more grouped actions, which can help slow the game down to let you place more Turrets. I can't think of any changes that must be made to it. Maybe Deadly Neurotoxin could enhance the speed that your Turrets target Survivors? It may not make too much sense in terms of Portal, but it is worth thinking about for balancing purposes.
Overall, I like the concept. Let me know if you make any changes!
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I like this! It seems to have enough differences where it can be quickly differentiated from Haddonfield, and the design of some of the structures can have a lot of variability in spawns. The only thing that I think might be a little too strong at a first glance is the yellow window on the outdoor staircase of the clothing shop, but that could be fixed by simply removing the Breakable Wall. All in all, this was pretty well done, and it's especially refreshing to see a map concept.
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Earlier today, I talked to a friend about the concept, and they pointed out that the weakest part of the entire concept was the map, The Second Task, by far. I was expecting much since I don't know too much about map balancing.
They recommended that I ax Breakable Walls entirely and try to focus on elevation due to the interesting plays it can offer. It would be a challenge to implement due to certain powers like The Executioner's Punishment of the Damned, but it could also lead to very interesting mind-games for both Survivors and Killers due to the otherwise average loop walls. It also makes it so the tallest Killers cannot see nor be seen over the loops.
In this, I added a caveat to make elevation less exploitable for Survivors, wherein Survivors only receive the drop stagger from two opposing ends of most dips. This makes it so holding W with Balanced Landing cannot launch you far ahead of the Killer, and prevents Lithe from having a similar issue on a couple of windows. Other than that, I've refined and clarified ideas previously written into a
hopefullymore concise package.I feel fairly content with the current state of both The Pale Man and The Second Task. With this, I may begin to work on a Survivor for the Pan's Labyrinth chapter. I will, of course, still reply to any new comments and address their concerns. Thanks for your interest! :)
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@Jivetalkin13 said:
https://forum.deadbydaylight.com/en/discussion/comment/3053482#Comment_3053482
Table for One is a lot better now. Personally, I don't think it pairing well with Dragon's Grip is a bad thing, but that's just me.
Indulgence is better, but the numbers could be tweaked and you may have too many effects. I like that it's a perk that punishes survivors grouping up, but the Hindered effect might be too much.
I still don't understand how replacing your aura with a survivors aura is useful. Maybe if it showed the aura of another survivor at their actual location instead of your aura in your location, that could be interesting. If I'm a survivor and I'm running Object of Obsession, when it activates and I see an aura of a survivor walking toward me, I'm going to know it's the killer, with or without a terror radius.
Overall great improvements. Keep it up.
Alongside the power change listed above, I made an *extremely* rough redesign of One Flesh.
If a Survivor were to detect your aura without the use of an item, you gain Undetectable for the duration of the aura-reading effect.
If a Survivor is performing a cooperative action with other Survivors, all aura-reading effects for affected Survivors are nullified for One Flesh's duration.
One Flesh has a cooldown of 40/30/20 seconds, beginning after the aura-reading effect ends.
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Meant to post this sooner, but here is the power change:
POWER - Gluttonous Banquet:
Simply put, I like the changes you suggest since they get to the point quicker.
I also decided to make a small tweak so that healing before the Broken status effect comes into play is more difficult, and thus a greater immediate threat. My goal with focusing on nerfing Haste in Starvation 4 was to prevent Haste perks from being as effective In general, but with the recent PTB build, it is ultimately better to focus solely on having an Exhaustion counter. Everything mentioned below is a new draft of Starvation.
- Starvation 1 does not inflict penalties.
- Starvation 2 reduces vaulting and pallet throw speeds by 15%. Survivors cannot stack healing speed increases, and Survivor self-healing speeds are capped at 75%.
This makes it so Survivors want to group up to heal themselves as Medkits aren't as effective, and there is pressure to heal before it is too late. This, in turn, assists The Pale Man's revised Tempting Glare ability. - (All Starvation tiers henceforth inflict a further -5% to vault and pallet throw speeds.)
- Starvation 3 inflicts Exhaustion and Broken. Survivors make noises as if they are Injured. Solo repair speeds are reduced by 10% (cooperative repairing is unaffected).
- Starvation 4 can only be reached via Tempting Glare. After reaching Starvation 4, the Survivor receives -10% to all solo action speeds, stacking with the previous penalties besides vaulting speeds. If the Survivor was Healthy, they are Injured, receiving the on-hit speed boost. See General Changes for additional debuffs.
General Changes
- It now takes 45 seconds to naturally progress Starvation through each tier.
- Starvation 4 can only be reached via Tempting Glare. It takes 4 seconds to charge fully on a Survivor, and progress toward Starvation 4 does not naturally accumulate.
- Pillars of Fruit no longer inflict Oblivious after interacting with the structure.
- Starvation 3 - 4 are visible via Survivor Portraits, both being distinguishable from each other. This information is available to all players.
- The base duration of Tempting Glare's movement speed increase via Pillar of Fruit interaction is 4 seconds, extended by 1 second for each Survivor in Starvation 4 at the time of interaction.
- Enabling and disabling Tempting Glare takes around the same time as Onryo's Manifest. You move at the lowest movement speed that you would move at between the two stances while swapping.
Special Ability - Tempting Glare:
- Tempting Glare enables Starvation progression on Survivors in a chase and increases Starvation progression by 370% on all Survivors within line-of-sight and 16m. However, this progression increase is evenly distributed to each Survivor currently focused.
This makes the 45-second progression speed up to just over 9.5 seconds per tier when focused on a single Survivor (100% base in addition to the 370%), but if all 4 are focused at a time, then the progression speed is only increased to around 38 seconds per tier.- The progression from Starvation 3 to Starvation 4 is considered unique and is thus not affected by this mechanic, nor does it adversely affect nearby Survivor's progression in Starvation 1 - 2. Tempting Glare only unlocks its progression.
- Survivor auras go from white (S1-2) to yellow (S3) to red (S4) for tracking purposes in Tempting Glare.
- While in Tempting Glare, you can see the auras of Survivors in Starvation 3 - 4 further than 16m from you.
- Main design reasoning: Tempting Glare should be used to quickly initiate and end chases while helping build up your map pressure with Starvation. Survivors who are alone are easy targets to isolate, but grouped Survivors are tricky to build Starvation on. This makes isolation a key goal for The Pale Man.
This is also a pretty rough idea, but worth posting now so I can work on refining the details off of feedback.
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@Jivetalkin13 said:
You have a lot of cool concepts, however this is obviously a rough draft. I'd like to start off by apologizing if I sound harsh at all.
First, I'll start off with the perks as they have the most glaring problems. Also, as a general rule when thinking about perks, imagine that every killer might use it and how effective it would be on them.
Table for One has an unneeded restriction of needing to down 2 survivors in order to activate. It makes it so if you struggle to down survivors, you'll likely only get use out of it at the end of the game when you won't need it as much or you can down survivors effortlessly, in which case why would I need this information perk? If you just had the cooldown on it, it would be fine. Also, having it work on the last survivor that worked on it would be better, because they would likely be the closest survivor and easiest to catch up to.
Indulgence is not great. There is a reason BHVR has strayed away from Perks that directly interact with the powers of killers. For instance, what if a killer doesn't have an intractable? Killers like Wraith, Hillbilly, Nurse, Myers, Doctor, Huntress, Bubba, Clown, Spirit, Legion, Ghostface, Oni, Deathslinger, Blight, and Trickster get no use out of this perk. Also, does interactables include stuff like Hag traps or Cenobite's cube or Artist's crows? Do locks on lockers count with Dredge? And why specifically Cages of Atonement? If you are specifically pointing out one killer interactable that this perk wouldn't work with, then maybe you need to think about it a bit more.
One Flesh is an interesting concept, but ultimately not as useful as I think it could be. Why replace your aura with another survivors, when you could just remove it altogether. You even gain the Undetectable status for the duration (which is how long?) Plus, if I have a perk that should show where the killer is and it shows another survivor, I'm just going to know that's the killer, it couldn't be another survivor because the perk I'm using only shows the killers aura, so it has to be them.
Edit: Also, think about what values escalate with each tier of the perk. You don't specify any values that go up, and some perks don't have any at all.
The power seems okay. I think if you focused on the effects of starvation as if the survivor is losing strength that could work. No need to block vaulting locations if they are already going through them like slugs if you know what I mean. T1 could be base every survivor is fine, T2 vaulting speeds and pallet throw speeds are reduced, and T3 (which should be the last tier) a further reduction or Exhaustion.
I would change Tempting Glare completely. I don't know why it would be useful. When using it you have a reduced speed and you can't attack, but if someone uses a pillar you increase your speed...but still can't attack. Blocking windows is fine, but if I can't attack what's the point? They can slip past after you release your power and the window becomes unblocked.
As for the map, I don't know much about level design so I couldn't tell you if it's good or not. Sounds neat is the best I can say.
I'd be interested in seeing any revisions in the future and possibly a survivor, but like I said, a lot of changes should be made.
Firstly, thanks for the comment! I didn't think it was harsh at all, and it raised some fairly good points. I'll try to tackle things as they were addressed. Perks were made with not just The Pale Man, but The Blight (for map control) and The Clown (for chase control) in mind so that one does not become insurmountable in their field with a perk, but it seems to have not worked as planned.
All changes referred to in this post will be updated in the main post as a strikethrough note forwarded by (SCRAPPED) and will be taking PTB changes into account.
Table for One - The idea around Table for One's activation requirement was to prevent it from being an extremely powerful early-game perk when combined with Corrupt Intervention, and the targeting of the Survivor who spent the most time on said generator (theming aside) was to prevent an extremely punishing, unavoidable synergy with Dragon's Grip. It also punishes the playstyle of hiding around a nearly completed generator as it is kicked and completing it shortly after the Killer leaves, as your location is revealed. That said, you did raise a good point about the activation requirement being too time-consuming for an effect that would be weak on most Killers, so I've updated it in my notes as such.
- Changes Made - Table For One shows a Survivor's aura for 6/7/8 seconds when used based on perk tier. The activation requirement has been removed.
- Wording - After kicking a generator, the Survivor who has spent the most time repairing the Generator screams and has their aura revealed to you for 6/7/8 seconds. Table for One has a cooldown of 30 seconds.
Indulgence - This perk was a tricky one to balance, so I am not surprised that it is the one with the most issues. I decided to completely give it a new effect, as per your suggestion.
- Whenever 2 or more Survivors are within 16m of you, Indulgence activates.
- Any Survivors within your Terror Radius are Incapacitated for 8/10/12 seconds.
- If a Survivor is hit within 15 seconds of Indulgence's activation, that Survivor receives Hindered (-6%) for 1.8 seconds.
- After a Survivor is hit, Indulgence deactivates and has a minimum cooldown of 40 seconds.
This means that on-hit sprints now cover 5.64 m/s instead of 6.0 m/s, for a total of 10.15m for the 1.8-second sprint (rounded to the nearest hundredth). This reduces the total sprint distance by .65m.
Still not satisfied with how the perk currently is, so I'll continue tweaking it.
One Flesh - The idea is that if a perk should detect the killer, it instead shows two Survivor auras, with one of those auras being the Killer. The length would be dependent on the usual aura-reading effect. This can sometimes backfire if a Survivor is interacting with, say, a Generator, but any Killers that force Survivors off of objectives for whatever reason (Plague, Nightmare, debatably Onryo) can benefit quite well from it.
The lack of tiers... and cooldown... was an oversight though. I've redone the entire wording, and the Obsession implementation was arbitrary, so that was removed as well. Also, the Killer can now see the location the Survivor started detecting them.
- Changes Made - No Obsession effect, cooldown added with perk tiers.
- Re-Wording - If a Survivor were to detect your aura, you gain Undetectable for the duration of the aura-reading effect.
- If another Survivor is not performing an action and not in chase, the detecting Survivor also sees that Survivor's aura. A Survivor's aura is then projected at your location, mimicking any Survivor currently in The Trial.
- The Killer hears a loud noise notification at the location the Survivor began detecting them from.
- One Flesh has a cooldown of 40/30/20 seconds, beginning after the aura-reading effect ends.
I'm working on changes to the power now, will post them when ready.
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I'm going to assume that in this conversation, we're discussing how long The Entity has had the Killers in her realm. This essentially means that The Plague or The Legion could very well be her first Killer, no matter what time period they are from.
Currently, I think that the answer is likely The Trapper. From what we've seen in-game, The MacMillan Estate has the most amount of maps available in the trials, tied with Autohaven Wreckers and Coldwind Farms at 5. To me, this means that when The Entity was beginning their trials, they constructed more maps off of the first 3 Killers because they were the only memories that she had at her disposal to craft with.
This leaves The Trapper, The Wraith, and The Hillbilly as main suspects as The Entity's first Killer. I can't think of any proof that definitively proves one, but maybe Benedict Baker's disappearance while heading towards TME has some significance? It's shaky, but I think it's all we have at the moment.
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I would agree that NOED is not exactly “fun” to play against, especially if you lose track of how many totems have been destroyed. However, I’d argue that it’s a “neccesary evil” for this game, especially keeping Survivor Perks in mind.
No Killer would want to play a match where all 4 Survivors have “Adrenaline”, “Balanced Landing”, or similar Perks. There isn’t any surefire way of knowing they have the Perk until it is used (from what I know, started playing only a month ago). When it comes to 4-man SWF groups, you can be sure that at least one Survivor will somehow defy their fate against the Killer. It’s especially frustrating for killers like The Doctor or The Nightmare, since they don’t have the mobility to feasibly down them again (assuming they were injured when something like “Adrenaline” activated). However, NOED can directly counter these perks, and give slower killers a fair chance at getting another Sacrifice before the game ends. NOED also has its own counters through clearing all Dull Totems from the map. It gives the Survivors a similar worry when the EGC is activated that the Killers have with Survivor Perks.
Ignoring the balance issues that removing NOED would cause, there is another major problem with removing the Perk: it gives no incentive to clear Dull Totems in any given match. From my understanding, NOED is the only Perk which uses a previously Dull Totem in the game so far. Even though 600 BP is not exactly something to glance over, most Survivors will no longer go out of their way to clear these useless Totems scattered on the map.
Nerfing NOED or even removing it would be something that I desire. However, it couldn’t be done without the Survivor team gaining a massive advantage against The Killer. At the very least, Dull Totems would need more Perks and certain Survivor Perks would need to be nerfed in order for NOED nerf/removal suggestions to not tip the balance in a clear direction for Survivors.
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This is the real Steam exclusive cosmetic.
I can dream.
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@fluffybunny said:
https://forum.deadbydaylight.com/en/discussion/comment/501671#Comment_501671
Built To Last should be on great skill checks and Check-Out should specifically say doesn't stack with WGLF or WGLF would need a rework for account for another BP multiplier.
I like these ideas, though c:
Whoops, meant to say Great Skill Checks for 10%+, but I was also thinking maybe just Good for a small bonus like 5%/6%/7%. It has been edited to reflect Great Skill Checks.
I've also updated Check-Out, so it's Bloodpoint bonus will be cancelled out to favor WGLF's bonus in the case that both are used.
Thanks for the feedback!
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@Miss_Britannia said:
I’m glad that Carl did not join DBD. To much of a meme pick.
How could you >:'(
@Khroalthemadbomber said:
We should get a Change dot org thing going for Carl to be put in the game since those ALWAYS work lol.
I know I would sign it, but I have no idea how to make one of those, and I don't really have the time ATM.
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@DoubleTap said:
One thing I'm concerned about is, nowhere in the interview did it say what's happening with Freddie's aura reading ability. I'm wondering if it's being removed entirely.
lawl. I had another post but I edited it too many times and it was removed for review by the forum staff. I expect it to return in 5 to 9 working days. Pitty, it was more in depth than this post.
Freddy’s aura-reading would certainly create a greater incentive to keep Survivors Asleep instead of only hoping you can begin a chase with an Asleep Survivor. It could guarantee that he can use all of his abilities in a chase instead of being an M1 Killer. Although I believe it would be best if The Nightmare kept his aura-reading ability, I’m not quite sure how powerful it would be combined with his new powers in execution. After all, the ways to Wake Up have been increased (requiring a new structure, nonetheless). This shows me that being Asleep already puts Survivors at a dramatic disadvantage. Due to the relative vagueness about what will be carried over from Pre-Rework Nightmare, there is no definitive way to say whether this was carried over or not. Looking through the clips shown on the livestream, I can’t quite find an answer to confirm.
I would certainly hope that it’s carried over, as it puts even more pressure on the Survivors to Wake Up. However, it may have proven to be too powerful in the Dev Build. There’s just not enough information to confirm or deny.
Slightly Off-Topic, but I realised that my use of the phrase Wake Up may be interpreted as Quentin’s Perk “Wake Up”. Unless stated otherwise, I’m using Wake Up to refer to Survivors being outside of the Dream World. I’ll try to write out all Perk names in quotation marks.
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I'll try to guess these, although other Survivors may already have similar perks. Can't remember at the moment. They're probably overpowered, but they're a relatively rough draft. Also, why shouldn't we give Survivors their own BBQ & Chili?
Please tell me how you feel about these perks. I'm very interested in hearing how other people respond to my ideas. :)
At your Service
You have been taught to always assist the customer with any questions they may have about the store. You can interact with a Survivor to give them a 30% increased speed to healing other survivors/themselves, opening exit gates, or sabotaging hooks for the next 35/40/45 Seconds. Skill Check Odds are increased by 20% for the affected Survivor. Every time the survivor succeeds on a Great Skill Check, an extra 8/10/12 seconds are added to At Your Service's timer. A Failed Skill Check immediately ends At Your Service. At Your Service can only be used on the same Survivor twice per trial, with a 70/55/40 second cool-down on said Survivor. Items are not affected by At Your Service.
Built To Last
Your store carries only the best tools available. For every Great Skill Check with a tool, add an extra 10%/14%/18% of the item's available charges back to your tool, favoring the highest amount of charges. The tool cannot exceed its maximum charges.
Check-Out
Your store's management has taught you the benefits of teamwork in workplace activities. When you are standing in an exit zone, your aura is revealed to other survivors in an 128 meter radius. The exit gate's aura cannot be read by the killer until you are in their terror radius. For each other Survivor who escaped through an Exit Gate, gain an extra 33%/66%/99% Bloodpoints in the Altruistic category. If paired with We're Gonna Live Forever, this Bloodpoint bonus is not applied.