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HeehoRacketeer

HeehoRacketeer

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HeehoRacketeer
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  • The dates of the streams have varied but tend to fall on either May 17th or May 23, so it "should" be within the next two weeks as of writing this. I've honestly been surprised that we've had zero news about the event, which is one of the big things that this game has in terms of player attention. It's what brings in the massive player waves should an announced License chapter be for a popular franchise (ST/RE), and what makes the effort to keep the current players.

    As to what I'm expecting:

    -a perk rework that touches on some lesser used perks on both sides, since I don't think it's time for another meta shift (I could be wrong)

    -next license chapter reveal (which HAS to be big to recoup from the failures of Knight and Skull Merchant) and the next OC chapter (which I HOPE TO THE ENTITY isn't another bomb)

    -I'm thinking that there could be a power rework announced, but I'm not entirely sure who needs it right now (that wasn't released in the last year or two)

    -either of the new chapters bringing in a new map (pls no new "borgo" map...) or we're receiving the next set of realm beyond map(s)

    -more than likely there will be a cosmetic line reveal for later down the line, and hopefully it will be for the undercosmetic'd characters

    -I'm getting a minor feeling that there will be something about Hooked on You in the stream, dunno if it's gonna be new characters or some minor expansion with a small story

    -there's also a good chance that there's gonna be some new merch being announced.

    -not willing to make the bet now, but perhaps an announcement for a future in-game event (that isn't the anniversary event)

  • Favorites: Bubba, Legion, Father Triangle (PH), Nemesis, Dredge.

    Bubba- Since I don't camp I get to have more fun with his power. It's very satisfying to rev n' rip a survivor with the chainsaw and not having to worry about sprinting at mach 4.

    Legion- go fast and stab😊. Before the major update to Legion's power I still played them because I just liked the power of "go fast and stab".

    Pyramid Head- I can't play him effectively but I don't really mind. Chasing people down and tormenting them feels like I really am Pyramid Head (except not really because the ACTUAL PH is far more scary)

    Nemesis- Me and my 2 zombie homies wreaking havoc with infection. Now if only I wasn't addicted to trying to mainly use M2...

    Dredge- Spooky amalgamation nightmare creature bursting out of lockers and turning out the lights, what's not to like?

    Least Favorites: Trapper, Hillbilly, Hag, Fredward (Nightmare), Pig, Ghost Face

    Trapper/Hag- Same reason: setup sucks. Both of their traps are too visible on many maps (Trapper's traps are hard to hide and Hag's traps stick out like a terrible bruise) and both killers powers feel too old. Hag's power hasn't been TOUCHED since 2.3.0 ("b-but she got an update in 6.3.0" yes; her MUSIC was changed, gaining unique Menu music, TR audio, and chase "music") and Trapper loses potential for every huge map, not to mention the both need roughly a minute or two for setup or else they're just M1 killers. I was never a fan of "combo/setup" playstyles as they require too much brainpower to maintain, even moreso further into the game when the stakes increase. How am I to have fun murdering people when I have to devote precious time to resetting my web of traps every few minutes?

    Billy- Billy doesn't feel good to control. From the turning restrictions during the sprint to moving around (I am paranoid that his shambling actually is translated into his collision and POV while moving). Just about every time I sprint I can turn once at 40% turn rate and then never be able to turn again until the sprint ends. And the sad part about Billy is that any cluttered map or maps with lots of 90° turns is almost impossible to get a good run with the dude, so you can't even really use your power for much.

    Fredward- Freddy's enjoyment for me seems to be at the toss of a coin, which also depends on the state he's in. Prior to the 4.7.0 nerf he was fine and somewhat enjoyable, feeling like a dream demon that was dangerous to be against. After 4.7.0 the coin flipped to tails and now he's not as much fun. Something that I never quite got was why doesn't his Snare power and Pallet power get merged into one so that you don't have to lose an addon slot to play a different Freddy style?

    Pig- The biggest chunk of her power is meant to "waste time" and only marginally does that solely from survivor actions (albeit unknowingly), the other part is "crouching pig screaming tiger" as it were. Wasn't the whole idea of the Jigsaw traps was to put the target into a sense of fear knowing that their life can be easily snuffed out after misusing it for so long, for them to possibly make it out of the trap with a new lease on life? With the Pig that doesn't feel like the case as more often your kills will be at the hook and not the trap. Should the traps be more brutal/deadly? No.. because then it'd be unfair for the survivors and too easy for a Pig win.

    Ghost Face (who for some reason my brain keeps saying "Garry Face")- My main reason is that I just get real tired of easily being revealed. I wanna be the "shadowy stalker that hides in the shrubs watching you do your gen" but it's hard to do that when any survivor can just swing their camera around and spot you no problem. After a while it becomes grating and I begin to loathe having chose Garry Face for that match, but at least I can dance like a survivor 😁.

  • Downside to NM:

    -you are eternally broken.

    Upsides to NM:

    -Pain grunts while injured or dying are reduced by 75%

    -Recovery speed is increased by 25%

    -You can pick yourself up from the ground

    Now while I don't fully know if NM allows for more than one pickup, it's still a pretty good effect. But it only really means anything if the killer doesn't immediately pick you up; should they slug you for more than 30 seconds then you're golden. I'd wager that this perk acts as an enabler for any perk that requires you to be injured to benefit from their effects (yes all 4 or however many there are). Aside from these two it really doesn't seem like the perk does much else.

  • I cannot understand why this is a problem. Both perks are useful since they are info perks, but not only that, tile info perks. Survivors and Killers are both given the chance to plan around tiles with the info granted. As such there is no need to turn a passive perk into an activatable perk for arguably less of an effect. As for the parts you added to each perk:

    The secondary effect you gave to Windows is made redundant (and kinda less useful) because Feng's perk Alert grants the killers aura for a couple seconds every time the killer performs a "breaking" action (meaning destroying pallets/walls and kicking gens). I don't know about most players, but I'd rather have the direct info of the killer's location, rather than a generic bubble.

    Granting the killer 10 seconds of undetectable kinda rubs me the wrong way in terms of being too powerful for the condition of "just starting a chase". Not to mention that it feels a bit random with it's inclusion. It's a good condition to have, but to only have it at the start of a chase because you started a chase and only for 10 seconds doesn't sound too useful.

    I do not see any sort of issue with either perk and do not understand why you wish to change them in this manner.

  • Perhaps this is BHVR's way of protesting the whole "Shirtless Felix" thing?

  • @RaSavage42 said:

    Yes... I even made a suggestion to have a marketplace in the game to buy, sell and trade thing in

    Would the BP values change every so often at random, making it more of an investment?

    "Hm, I've got all these Red Forest Offerings but they're only worth 2900BP right now. I'll wait to see if the price ever goes up"

    Obviously having the value go past double would be a little bit much, but given the dev's love for randomness; a fluctuating market value seems up their alley.

  • Ok, but this is Badham: it was never a good killer map.🤣 I wouldn't doubt it BHVR forgot about the map in the first place given how semi-neglected poor Fredward is.

  • As someone who likes playing as Dredge, yeah; leaving a loop the moment you see the Remnant placed is your best bet. The Dredge will either have to commit to the teleport (which might not be a good idea on some maps) or cancel it and try to catch back up. During your escape from that loop, maybe try to find an area away from lockers since it removes use of half the power. Also remember that Dredge moves at 4 m/s when charging it's power, so it's a decent window to gain distance.

    As for the Nightfall part... yeah there isn't much to be done there.

  • Would this apply to shirtless Myers?

    Asking for some others in the community 🙂

  • You do realize that this would make slugging god-tier as a playstyle, right? Killers who can down quickly would become unstoppable and most Survivors would probably DC the moment they see the killer setting this up.

    Is this system meant to only benefit the killer?

  • I think rather than needing a different coding team: there just needs to be a whole new game, built from the ground up without the 4 tons of spaghetti and duct tape holding things together. I'M TALKING DBD 2 BAYBEE!!

    Most of what Adjatha said kinda feels like tinfoil conspiracy to me (but I really cannot argue against it as it makes too much sense), but poor Neme really deserved better. Only getting two sluggish zambies who are about as braindead as a corpse (ha) and being stuck with a slippery tendril that only really has 2 stages of power feels like a disservice to what Nemesis and all of RE stands as.

    Which is why Nemesis should get an RPG in tier 3. 😂

  • Maurice is dead. He's locked up in Dredge's soul void of a body.

    RIP the horse.

  • I have a couple questions:

    -would his snares and pallets use the same token resource (like with clown's bottles), and if so: what would the max total of this resource be?

    -would there need to be a swap function to go between snares and pallets (what would this be since the "alt power" option is the teleport button) or would they both be active and require locational placements to determine which one would be used?

    -since the addons that change the snares to pallets would be redundant, would these addons be changed to increase the shared resource or would they have a new effect?

  • Imagine trying to play on the 3DS.

    I can feel my thumbs cramping at the thought of it...

  • Any sort of maze-like map or any large map.

    Getting lost in a labyrinth of tiles and walls can get frustrating, especially if you're trying to navigate to a specific objective or place.

    Large maps suck because it just takes soooo long to get anywhere.

    RCPD in it's initial run was the worst offender because it took both of these traits and went nuts. I'd argue that it's still not that great, but I suppose there has been some improvement.

  • Spending whoever much BP it takes to get someone to P1 is a time commitment, even with the new system. Spending 2K shards for a tier 1 perk so that it can be in the bloodwebs then and there is a time saver should you not want to grind the character it's on. It's because of the shrine that I don't have to play Nurse, Billy, or Trapper: I already have their good perks thanks to the shrine.

    I do not want to level the characters that I don't care to play, and would rather save my time and BP for the ones I do. But with so many perks in the game, and the shrine rotation being so lengthy: having more options would be a great change.

  • @LylakLavender said:

    So I'm thinking of playing trickster. Any advice on how to play him efficiently?

    Best advice: don't.

    I'm kidding.

    Probably the only thing to really worry about is chases (what with your 4.4m/s speed and slower speed when throwing and during main event) and aiming. His recoil and blade arcs take some practice, so expect to miss maybe half your throws for now. But don't worry, you'll get better and in time you'll be able to hit maybe 80% of your throws. 😄

  • What if the trapper got an entire overhaul?

    If Clown can have 2 bottle types (even if one is rather hit or miss depending on player preference), then why can't Trapper have more unique types? He's called "The Trapper", so let's give him more kinds of traps.

  • "You can't hear images" 🤣

  • I'm guessing you haven't heard the reason, it was a massive topic when it was revealed.

    WGLF and BBQ both got their BP effects axed as it was intended to "reduce the grind". This coupled with the prestige system rework was expected to reduce the amount of BP needed to progress through a bloodweb. It did not (at least at the time)

    The perks did get an extra use though to replace the missing effects, well... WGLF did at least. Your tokens grant endurance for a duration to people healed from the dying state.

  • @SailedSavage said:

    https://forum.deadbydaylight.com/en/discussion/comment/3225374#Comment_3225374

    The speed boost does nothing while you're still getting pelted with knives. He only needs 12 hits out of 44 knives to down and you think that's balanced? Then he gets a 10 second infinite knife ultimate after a few successful hits increasing the amount he gets in one go.

    Didn't know ricochet was an addon since everyone I play against has them on.

    Same opinion.

    When you lose a health state, you also lose collision for a few seconds while also speed boosted, use that time to GET OUT OF THE RAGNED KILLER'S SIGHT. If you know that you're against a ranged killer, you should be trying to avoid being within their range. Yes, he needs 12 to down you, but it is very much impossible to land all 12 back to back. Each throw has recoil and spread which leads to inaccuracy. Also guess about that ultimate fact:

    image.png

    That too is an addon.

  • "Get unlimited blades thrown at you" But they're not unlimited, there is a set number: 44. Then he has to reload.

    "Unlimited blades for a long duration and no movement speed penalty" Main Event lasts for 10 seconds and his movement speed is the same as his initial throwing speed: 3.86 m/s

    And the ricochet knives is an addon, a purple addon and one of the better ones. That's not something basekit.

    (begin edit section)

    Somethings I forgot: When he was first introduced he had 60 total knives and it took 8 knives for a single state, some time after a midchapter: his total was reduced to 44 and the knives required reduced to 6. We should also remember that upon dealing a health state of damage with the knives: survivors get the speed boost too. So losing several health states back to back is on you or the map.

    (end edit section)

    So with all of this: do you still the same opinion?

  • Chimera Mask (Legion)

    -For every successful feral frenzy attack landed: the duration and speed of feral frenzy is increased by 50%

    -Increases frenzy deep wound mend time by 8 seconds

    -Downing a survivor with a frenzy attack while all other survivors have a deep wound does not immediately end feral frenzy

    Great Spear (Pyramid Head)

    -Successful Punishment of the Damned attacks on healthy survivors inflicts torment

    -Saving a survivor from a cage of atonement no longer removes torment

    -Your terror radius is reduced to 8 meters while not carrying a survivor

    Modified Redeemer (Deathboi, may he RIP in rest)

    -The Redeemer's chain is 8m longer and breaks 50% slower

    -The Redeemer's spear can penetrate an object while traveling

    -You can now reel survivors in through windows and over pallets

    Ominous Bell (Wraith)

    -The speed at which you uncloak is reduced by 50%

    -While cloaked, you are totally invisible at all ranges

  • Giant Spider killer.

    Primary power is a quick forward leap attack, breaking pallets that are impacted and injuring survivors that are hit (pretty much Demo's Shred but with a bit of Victor's Pounce for extra verticality, maybe useful for jumping over pallets and "small" obstacles)

    Alt power uses tokens to leave behind web traps on the ground, on walls, or between two close walls (like doorways or pallet zones). Survivors who come into contact with a web trap are put into a short animation of them removing the web in a fast panic and are applied hindered for a short time.

    1. More than likely his hitbox will be increased, because that hot 50% reduction made the power much worse.
    2. Maybe having a little window for an attack after vaulting could be an option, kinda like what Wraith can do where he uncloaks and can go into a lunge
    3. Yeah he needs a new running animation. It's in that scuffed range where his legs aren't moving fast enough. Now the little forward lean he does is technically what you're supposed to do, since physics and something about lower wind resistance.
    4. Whiskers is beyond pathetic mortals, the Uroboros allows him to defy physics! This really does seem like some strange bug that slipped past the devs. It should have been: the first bound sends you off the ledge, and you lose the activation window for second bound because you're flying
    5. Wholeheartedly agree. Was this even an issue in the PTB?
    6. My idea for an empowered state would be a bit more akin to Nemesis; where you gain more charges as you infect survivors. Once fully charged, you can activate it with the unused alt power input. This empowered form (either ignores the recharge for bounds or exponentially increases your maximum number of bounds), increases your bound's speed and distance, and breaks vaulted pallets. I'm not too sure on how long this state should last, but somewhere between 30-60 seconds.
  • I'd honestly be fine if the tutorial was expanded.

    -Killers can be someone other than 0-perk Trapper AND Survivors can be someone other than 0-perk (I think Dwight? Is the Survivor game only Dwight?)

    -Loadouts can be tested; including perks, addons, items, and offerings (so that you're not on the same map every time)

    -People can get a feel for how their role functions in a nice and isolated space, albeit with less-than normal intelligence participants (because coding AI is hard)

    As SuzuKR "skill issue/lack of player knowledge, which a better tutorial/tips system would help with." Maybe even while in the tutorial game, little help boxes can pop up with some interactions and guide the player on useful info. Instead of the generic "here is this thing, it do this" you get in the segmented tutorial parts and boring walls of text from before you unlock the bot match.

    Something else that could help is maybe guiding new players to the tutorial, and have them complete one side (the side they might want to try first), so they don't jump into a match and die, sandbag, or both. (The already lock Wraith and David behind tutorial completion, so this would help get them out faster).

  • You answered my questions, but kinda missed the resource one. That was probably because I was rather vague with it and didn't specify, my mistake. I was hoping that you'd also trim out the repeated section in Mind Cast, so that it wouldn't look like an intimidating word monolith.

    What I meant by "resources" was the hardware and server resources that get the game to run. There are actors (entities that do stuff and aren't just piles of static meshes and textures) and having too many can cause a game to work harder. In terms of actors: DBD is rather small. We have the 1 killer, the 4 survivors, all the gens (and their animations), the totems (and their visual effects), fog billowing about, and all the lighting effects. The first 3 mentioned are easily the most complicated ones as the do a lot and the latter half of the list has the lesser ones, but all together it's a relatively small workload. Some killers bring in some environmental items but they fit more into the latter half, Nemesis being the only one to have free "thinking" entities with his 2 zombies. Adding more actors requires the game to work harder to have them in the world, and the more you add then the more the game has to deal with.

    Adding a body cap and/or an idle timer would be useful to prevent this from happening. The Curse could only have a max of 12 bodies at once, and if a body is not possessed after maybe 10 minutes, it is claimed by The Entity. Your idea of survivors seeing idle bodies could also work, but just showing them where the body is might not be enough.

    -----------

    After having read everything you clarified (albeit this was done with an exhausted mind):

    This would indeed be a very complicated concept, but it's still very unique and very cool. Such a chapter would require some serious thought to try and counter it and would add more depth to both sides (or just make survivors DC because they just can't be bothered to try).

  • (Couple of issues I want to get out of the way: 1- The Soul Prison section mentions a "Mind Flayer" thing, which is not mentioned anywhere else. I assume this was supposed to be what is labeled as "Mind Cast". Also the Mind Cast section is duplicated midway through the description of the breaking debuffs. Now into the actual overview)

    Let's talk about the power:

    With no connection to a body: the idea of a killer's basic attack giving Deep Wounds is sketchy, especially when attacking again pretty much works like normal. Removing a player from their body and using it like a puppet for a time sounds cool (survivors leaving the other world get another body so they're not removed from the game was a good idea). Questions kinda begin to rise tho... like Does the other world function like Freddy's Dreamscape? Do portals relocate and if so how much time is there between relocations? How many bodies can be left in the world for The Curse to use? Are they left standing up or crouched when The Curse leaves one? Are these bodies set to a timer so they don't lay around and take resources? Are the debuffs that result from breaking actions applied to only that one body or to The Curse?

    There is an idea here, but the questions I listed prevent me from understanding how everything works.

    As for the perks:

    The Void Walker perk is fine. I see 0 issues with it. Good job. 👍️

    The aura effect of Shard Suffering in concept is fine, but the max time and distance feel off. The only time someone will be within that range for more than maybe 6 seconds will be if they're healing under hook, which might happen once or twice per game (if that). Maybe you could extend the range to 8/10/12 meters of the hook. The debuff effect is fine, maybe a bit wordy but I can't fault you for what I believe to be "too wordy".

    Abyssal presence is a bit of a "hmm" for me. From what I can gather about the killer's stats: this perk would only trigger on them while they're in possession of a body since they're normally undetectable and have no TR. This feels a bit strange from a design perspective, a perk that doesn't properly synergize with the killer that it came with due to their power. I'll leave that as something to think on and move on towards the debuff effect. While survivors are in the TR: they suffer from blindness and effectively Huntress' Lullaby. Completely muting skill check sounds from them just being near you is a little strong for what is effectively no conditions (yeah, it's dependent on the tier of the perk, but no one is gonna just sit on a tier 1 perk because the effect is "more fair"). Perhaps there needs to be an activator to trigger the effect, like maybe if there is more than 2 survivors within your TR at once? This might encourage people to split up or avoid other survivors. Something to think about.

    In conclusion: this is a unique idea that could be really cool, but I can't commit to praising it until I fully understand the premise (I also like the sketch you provided. Looks very well made. 😊)

  • @Piruluk said:

    Dead Space is an action game, isnt horror

    image.png

    Sure it is...

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/3140841#Comment_3140841

    Why not just use the generic Necromorph? They did that for Demogorgon. And Necromorph are way better than those naked mole rats.

    Because what would the power be for a generic necromorph?

    The don't do anything except lurch forward towards Isaac, pin Isaac down for a QTE sequence, and pop out of vents. It worked for Demo because "make portals" and "nyoom attack" is a basic kit that worked given the setting for ST.

    OH. Maybe it's rather a sort of "cluster" that can change forms depending on interactions with items in the map (like what some theorized Legion was gonna do based from some of the promo material)? One can include several with this design.

  • Hex Penti only works if a totem is cleansed, meaning it's broken. So it doesn't work if a hex is blessed (unless you're running that perk which breaks a boon totem when snuffed by the killer).

    Each totem can only be revived by Penti once per trial, and you only keep that token gained while the revived totem stands.

    Pentimento is fine. Just don't cleanse any totems, and bless any hexes you find. Simple.

  • The idea for a Dead Space chapter would be nice, but I'm not sure how it'd be pulled off. (There's also no way we're getting a dark space map. It might be space themed, but it would not be dark)

    The only real issue with Salvor is that there's only 2 items in the game that are Ultra Rare (Iridescent): the rainbow map and skeleton key. So for a player to completely use up one of those items so that they can make a Rare item with a boosted chance for addons is asking for a bit much.

    Can't really complain for Tortured Mind, as it seems fine (ignoring the fact that the player running this can just dip out of repairs and avoid the reveal while still reaping the repair boost).

    But here's the big question: where killer? Dead Space is best known for the necromorphs, but while it does have human antagonists; they wouldn't translate well to here (at least not like Wesker [I can't think of any other human bad guy in a series with monster/inhuman villians]). So we'd probably get a notable necromorph... but which one would we get, since there is so many options.

  • I'm just tired of maps being given oodles of safe loops, more god loops, and totaling out to having about 35 pallets.

  • (what I'm about to say I have not proven nor can prove, this is all just my observations)

    Multiplayer live service games have two camps that they try to work with: New fodder, and Veterans.

    New Fodder are the ones who just bought the game and are total newbies to it. They might be totally blind to the game's history/past and looking to try it "to see what all the fuss is about" or they might have heard/seen some things and want to try it themselves.

    Veterans have been playing for months, some even years. They've bought a bunch of stuff (DLC, Cosmetics, Season Passes, etc.), played during the events, and may even be active in the community.

    Veterans are really the only ones who care about changes being implemented, as they know how it will affect gameplay through their experience. Fodder are fairly oblivious and are more concerned about what there is currently, not fully realizing the gravity of changes. But a single well-known property crossover expansion can offset any lost Veteran players efforts to lower the playercount by bringing in more Fodder.

    A live service lives and dies by the playercount and by the amount of money flowing in. A Veteran player might only really buy something if they like the service enough or if the something is for a character or item they particularly like. This is not a value that can be properly expected. But Fodder are a different breed. They just need to be convinced to buy the game and maybe the current content wave. Instant money surge for a short time, but if done several times: then you have consistent flow of cash. Not to mention that every Fodder player can become a Veteran if they decide to stick around, so they'll be dumping more money into the live service. Think about it like with DBD. Playercount can drop by a few thousand because Veteran players leave after some big change, but when a franchise DLC drops: that tends to bring in equal if not more Fodder because "it's a crossover with that thing I like". Completely overshadowing the decrease in Veterans, and leading to a large profit increase (even if a fraction is going to the other property because licensing deals).

    Now not every game franchise can be looked at like this, because there are always those little variables that can make a major difference. But a company can view it like this and most often times: they can make it work. So long as new Fodder keeps coming in: profit loss caused by Veterans leaving can be overturned.

  • So there's not a whole lot for someone to work with, but I'll try (probably doesn't help that I'm not familiar to witchblade... so there's that)

    Power: passive aura reading within X distance at all times is big wack. It would need some condition or trigger. The idea itself is fine, but not something that can be given for free. Auras are the best info a player can have, after all.

    "She is fast". I'm guess some form of speed increase would be an activatable power, maybe dashing or zooming around the map. There's not much to work with in this regard. Perhaps one could argue that her base speed could be faster than the normal 4.6, but there'd have to be a factor changed elsewhere to the basekit to warrant this.

    Now for perks:

    1- basic attacks landing deep wounds would be rather strange for a perk, since this is just Legion's Feral Frenzy hits. Perhaps if a specific trigger occurs, your basic attacks inflicting deep wounds could be more plausible (but I'd maybe try for a different effect, DWs aren't much of a threat outside to newbies and rarely do much to slow things down unless your pressure is up 100% 24/7).

    2- rushed actions within a distance giving exhaustion is a big "hmm" to me, being stackable is another matter entirely. I won't shut it down as it could be a thing, I'm just more concerned on how it would work with an already present exhaustion timer (one not caused by the perk). Would it just add time or pause the timer for that duration for longer (meaning it would start ticking down later than it's supposed to). As for the stacking part, that too could be present as well, but I'd say maybe after a short cooldown (no more than 5 seconds, but maybe no less than 3) after inflicting an instance of stacked exhaustion.

    3- Perhaps something to think on for this perk slot could be a slowdown perk, or maybe a time waster effect for survivors. Your choice.

    IN conclusion: this could use a bit more workshopping, but there is a design here that could work.

  • Didn't BHVR state some time ago that they would never add in a killer who could disguise themselves as a survivor?

  • Makes you wonder what broke this, and how long ago it broke.

    On that subject: are survivors still dropping way more blood orbs for Oni than they're supposed to?

  • @Mewishis said:

    If they do that, they need to make the zombies smarter and not get stuck on every little thing to give something to nemy because its just taking away one of the few good things about the zombies.

    I think the reason the zombies get stuck on objects is that their AI isn't "seeing" objects. The theory that I stick to is that they're given the basic floor plan of every map for reference and operate using that. The problem arises that since most objects aren't stuck in the floor plan and are procedurally generated in each game prior to the match starting: the zombies don't know that they're there. It'd be like using a paper roadmap when on a trip, but the map is 40 years old and isn't up to date. I don't know if this theory is true, but it makes sense.

  • One day he'll return and throw his concerning yellow bottles at people and keep his haste effect for a reasonable amount of time.

    So that makes me wonder, if Clown somehow kept the haste effect; did survivors also keep it or were they stuck with the normal duration?

  • @Gorgonia said:

    https://forum.deadbydaylight.com/en/discussion/comment/3108496#Comment_3108496

    The perk is BHVR's. That's why they removed Stranger Things and everyone got the chapters' perks for free.

    Either way, they'd still be giving people a perk that they'd have to purchase the character for.

  • So here's the things about what you said:

    -BT is a perk from Bill, who is in the base game. DS is a Laurie Strode perk, from The Evil Within chapter which is a licensed chapter. Giving every player a perk from a DLC that BHVR does not 100% own would probably breach some part of their contract with (whoever owns the Halloween franchise). It made more sense and was less dangerous to give people a free perk that everyone could get with some grinding instead of a perk from a paid DLC.

    -Blocking windows that you vault for a time is a powerful tool, as it impedes survivor routes for escape. Pallets don't block survivors only killers, but killers can remove dropped pallets. Windows are stuck in place and for the killer to be able to block them is too strong for a base killer effect.

    -I don't have anything for this point, but I do agree that "difficult" checks don't do much to impede progress unless survivors aren't paying attention or ditch the gen mid-check)

  • So from what I remember about the nerf, it boiled down to this:

    -quickscoping was near impossible to counter and with no need to ADS before firing at close range was an almost guaranteed spearing.

    -the smaller TR combined with Monitor and Abuse lead to abuse with the TR being smaller than Deathboi's max range

    Now about your proposition:

    -Minor speed increase while Redeemer is unloaded

    I can see this being basekit. Making him more of a 4.5 while unloaded, with the speed increase kicking in once any cooldowns/animations have gone their course. With such a small increase there's no real reason to lock it behind an addon (like with Huntress). I do approve of this.

    -Giving Deathboi a lullaby of his own

    This should have honestly been a thing that was addressed since this would solve the issue without gutting the guy (since M&A doesn't affect the lullaby's area).

    -Redeemer chain breaking faster while speared in the open

    This doesn't fully make sense. The way the chain breaking works is that struggling against it is putting strain on the chain, the same for it colliding with an object/terrain. With nothing to obstruct the chain, it somehow breaking faster with nothing against it aside from survivor resistance doesn't work out. Instead, what about making the reeling speed a bit slower? We're talking about a dude who can pull a fully grown human, who is actively struggling against him, with a small chain attached to a crude spear. With a slower reeling speed, this would give survivors more time to struggle and eventually break away and fulfil the same end goal.

  • It's kinda sad how the idea of "perform task in-game during the event to work towards unlocking a cosmetic" didn't get continue like it was in these two events. The Eternal Blight (2020) event didn't have the progression like the last two and only had the cosmetics, but did give us the blight serum addons.

  • The Hallowed Blight (2018) The Withering Blight (2019) events.

  • Hearing people talk about Nightfall being too dark reminds me of a horrible glitch that me and a buddy encountered, but have never been able to replicate since we don't know what triggered it.

    We were in a KYF match with just us two (just messing around with dumb builds) and we had both played a Dark Fog offering. We loaded into some Yamaoka map and we were met with what we've affectionately called "The Darkest Night on Yamaoka".

    Veteran players will remember the moonlight offerings, which were able to change the atmospheric lighting of the entire map. These offerings have been retired for a few years now. Yet we believe that we somehow managed to get one to trigger: which caused the moon to vanish making the entire map nearly pitch-dark. I was already in a dark room and neither of us could see ANYTHING around us aside from the little lights of candles and fires. We stumbled around for nearly 4 minutes before running into each other (with him being able to see my red stain). We could not play like this, deciding to then try to find hatch so that the game can end because it was terrible trying to move around. I didn't have any recording equipment to catch this (not only as it'd help my claim but to relive the memory) and my buddy could never get his PS4 to record anything.

    When we had heard about the dredge being able to "blanket the map in darkness" we were hoping for something like that. Only to be a bit disheartened from the PRB where things were not that bad. Survivors could still see about 18m around them and most big structures were still somewhat visible. I'm glad that Nightfall became more oppressive, but it still needs some work as to not be some harmful to player's eyes.

  • @Nathandrack said:

    https://forum.deadbydaylight.com/en/discussion/comment/3085689#Comment_3085689

    Yes bro, you are right. I like the idea of the totems too.

    I'm writing a new post about something similar to what you said at the last part

    The game needs a new gamemode. I am thinking of a 2 vs 7 gamemode

    It will make DBD gain a lot of new people, and it will make killer premade posible.

    I also have some ideas to deny camping and tunneling in that new gamemode, I think it can work

    I will post it tonight or tomorrow.

    So I and many others would like the idea of a "party mode" where it's extra killers and survivors. But I'm gonna say that + 1 killer and +3 survivors is not a fair matchup. It'd be better if it was 2 v 8, that way both killers have a nice and even 4 survivors to prey upon. Maybe keeping the standard 1 v 4 option in-game, but having another 1 v 4 party in the same map. Since both killers have their own group to terrorize, you'd have to make it so that while both can go after the other's survivors; they'd be "incentivized" to pursue their group.

    Couple of problems with this whole thing tho:

    1: map size. Some maps are not big enough to allow for two sets of 1 v 4 to be active at once, leaving a narrow map pool only having the large maps that can accommodate or some game being too cramped.

    2: powers/perks. I'd be willing to bet that some powers and perks are not meant to have double the effective usage. Myers would have twice as much T3, Pig would have too few RBTs, Trapper/Hag does not have enough traps to occupy everything etc. I don't even know where to begin with perks, but if they require some interaction with another player to activate; they'd more than likely be going off or maxing out twice as fast.

    3: match progression. With more than 4 survivors, still requiring 5 gens to be completed would not work out. If survivors grouped in 2s, and each killer can only mess with 1 group at a time, then gens would be popping even quicker (90 charges or not). We'd need more gens required to power the gates and I highly doubt survivors would want to repair even more gens than already required.

    There may be more to mention, but you probably get the idea. As sad as it is to say: dbd as it currently stands is not meant for a party mode.

  • @YOURFRIEND said:

    Reading the same post over and over again is murdering me

    Dead by Lack of Creativity. 🤣

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3067509#Comment_3067509

    Exactly. I find killer load times to be the worst between 7-12:00 in my region, then between 12-5 feels pretty evenly timed, then survivor load times start to drag after 5-6 when many get home from school/work and log on with their friends.

    There isn't a 'collective understanding' nor is there a preferred side. It's the go to statement of whiny players that want to claim the game is dying, because they aren't winning every match.

    I'm looking forward to the side incentives personally.. though I still stand by my statements that I'd have preferred a 'quick match' button more.

    "It's the go to statement of whiny players that want to claim the game is dying, because they aren't winning every match." How wonderful of you to lump me into a group of players without even knowing my experience, only going off of a statement. I know I'm not good, and that's that for me. Back when ranks were the "skill equivalent" (despite it not being very accurate) I never got past rank 10 and I didn't care. That's as good as I would be because I played the game as a game, not to show off my skills and how great of a player I was because it's just a game. So saying that someone is "being a whiny player who doesn't win" is just a childish insult that doesn't add anything to the discussion.

    @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3067168#Comment_3067168

    What's this 'collective understanding'?

    Peak times are survivor saturated because that's when people are more likely to play with friends. Off-peak is killer saturated for the exact opposite reason. That's it. Everything else is circumstantial and/or personal opinion.

    I'm assuming you're inferring something like "everyone knows the game is survivor sided so no one wants to play killer", or "solo survivor is unplayable so everyone just plays killer". But the fact that I couldn't say for certain which one you're inferring, just goes to show that this isn't some overarching 'collective understanding' that is responsible for a disparity in queue times. And indeed there are countless players like myself who still play an even amount of killer and solo survivor.

    I play according to the dailies and challenges I have, to get the most BP out of my games, but if the role incentive does the same thing, then I'd be more inclined to factor that first and work my challenges around that.

    The collective understanding was meant more for what both sides have as a stigma. A good chunk of survivors don't want to face the same 3 killers or end up with a camper/tunneler so they either don't play or wait to play with their buddies and be a swf group. A good chunk of killers don't want to face a 3/4 swf group. The two points you mentioned could also be thrown in, even if they're not too strong of an argument. People always say that the game is survivor-sided and that solo-q is insufferable. If gameplay was more "balanced" (in whatever way that would be) then this argument wouldn't mean anything, but that's gonna be hard to do since it seems that no one knows how to do this since it'd have been done already. Solo-q being terrible is just something that will happen because of the lack on in-game communication. Being on a team of 4 while also being cut off from talking and planning with the other members of the team is gonna suck and leaves you to just fending for yourself. Not to mention the hacking/cheating issues. No one wants to face a cheater who makes the game unplayable (it's hard to say which side has more cheaters but it's an issue regardless).

    But even with all this, looking back on the statement makes it seem that it made no sense due to me not explaining what I meant. Probably adding onto that would be if my reasons for this statement don't help my argument, but that'd be for you to decide.

  • Question is "why aren't the queues more balanced in participants?"

    Perhaps if this was properly addressed in ways that could benefit the game's health then "incentives" wouldn't be necessary.

    Preaching to the choir, I know. But the idea of rewarding people for easing a bloat problem caused by a collective understanding of the players feels like a bandaid solution for a massive gorge of an issue.

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