Avatar

JadedDreamer

JadedDreamer

About

Username
JadedDreamer
Joined
Visits
66
Last Active

Comments

  • @keepingitril said:

    This concept essentially just makes them perks which you can sort of turn on and off and as a survivor, my main issue is gens and what I need to do to get them done, not a whole system of do totems have charges. There is a new level of gameplay complexity which could be too much.

    It's almost a sort of minigame with items that often might not be found. You would almost need to have the totems in more obvious positions in many cases.

    I think this is not a bad concept in theory but it's adding another element of gameplay placed over the top of a flawed premise and that is that perks should very likely not be attached to totems at all. Right solution for the wrong problem, maybe.

    It also means you have to keep balance the perks AND how they interact with totems AND the totem system itself. It's too much and is not the best use of dev time.

    Here is my concept for totems. Your ideas actually could work in ok.

    https://forum.deadbydaylight.com/en/discussion/321817/permanently-seperate-perks-from-totems-and-a-new-game-feature-totems

    In fact, your descriptions could almost be the "new" perks in themselves.

    The totems in more consistent positions is something that has been suggested a fairly large amount. Seeing as BHVR seems to be working on worthwhile changes now, and seem to be releasing more consistently fair maps/map reworks, I think it's fairly likely that they will improve the totem placement in the game to fit the base game mechanics a bit better, since one of the biggest problems about totems is they are so out of the way of the in-game goal.

    Also, keeping balance with the perks shouldn't be an issue. & since BHVR announced an entire perk balance rework, I don't think they want to keep falling short when it comes to game balance. 40 perks isn't nothing to scoff at. & if they don't do well balancing... oh well, it's game, if it gets too frustrating we can just play other games.

    & as far as your totem idea is concerned, I don't know that I particularly agree with this. The whole idea behind hex perks is that they are hexes. Negative spells placed by the being who has the spell. Same with boons. If they fix the perk balance and the totem locations, the game would immediately be way better on it's own without either of our ideas. The totems are placed there with the full design of being something characters should interact with of their own accord. I feel that turning the totems into only base mechanic will not only piss off tons of people, but will also completely stray from the theme of the totems. I will still play the game if totems become something like your idea, and will still enjoy it. I don't think hexes and boons at base are flawed, they're flawed by a failure to apply them with good locational and effect balance. If they were to put some attention to these base-game/map elements, which they seem to be going in that direction now anyways(as they have not only reworked Haddonfield, but are also reworking RPD), the hexes and boons could be incredibly good mechanics without the problems we constantly see.

  • @LewJay said:

    https://forum.deadbydaylight.com/en/discussion/comment/2963965#Comment_2963965

    I think I prefer the idea of having hex perks do more. It fits with the high risk high reward playstyle of using them. Take Lullaby for example, wouldn't it be nicer if it was just a straight up no skill check warning?

    Honestly, I don't know. However, the totems idea I posted here was also meant to be a possible idea for if they ever looked at the base gameplay elements, which totems are. Overall, I'm just happy if they figure out a way to balance the game with overall mechanics that are a bit more dynamic and less "sit at an object for the entire match."

    On the note of base mechanics, I also have another idea in mind that I might post about generator repairs. Which isn't likely to be a mechanic they change overall, but it's something that I feel should be taken a look at.

  • @LewJay said:

    You want to give some of the strongest perks in the game 3 chances? You're basically just reintroducing old Ruin-Undying back into the game.

    I don’t know that your fully understanding the idea. Not all perks will have 3 lives, the hex perks are likely not going to have more than one unless they’re really weak in effect. Ruin will still only be around for one totem cleanse. As totem cleansing takes a fair amount of time. Hex perks are more likely to have fewer totem charges due to their powerful effects, and it’s not like the hex perk can be transferred. This isn’t an ammo system after all, it’s not intended to change the general effects of hex & boon perks. And I detailed something about how the charges act with hex: undying.

    So, I don’t particularly see your point.

  • @YOURFRIEND said:

    https://forum.deadbydaylight.com/en/discussion/comment/2959854#Comment_2959854

    Okay. Thank you for clarifying! I think it's a unique idea that I've not seen before. I'm not sure how consistently anyone could determine what boon is strong or weak in order to figure out how many charges it saps from a particular totem. Exponential is on the weaker side, but shines on two floor maps for example. But that's a rather small detail. It's a very clever way to make boons a more limited resource, it's thematic and makes hexes a more enduring presence than they currently are. I like it!

    ^-^ Glad to hear you like the idea. And honestly, I had been thinking about the whole boon situation for a while before posting this idea. I've developed a bit of a habit to look for any ways I feel could improve the games I play, since I'm working towards being a game dev myself. And obviously it's not a perfect idea, if it were added or considered as a possible mechanic, it would have to be fleshed out on a somewhat more case-by-case basis.

    Also, ik I'm a bit biased. But I personally feel this is a really good mechanic idea... ^-^; don't take my opinion on it too seriously. XD

    Also, another thing that I was really thinking about was the fact that dbd kinda needs more base-game tweaks. Bandaid fixes are honestly a massive part of this game's development. And based on the recent livestream, I'm really happy that they're going through and reworking the entire game balance and menu systems. Thats actually the main reason I decided to post this idea, thought if any time it'd at all pull attention or get out there, it'd be right after tons of massive update announcements & a ptb.

    Also, to sorta respond to the comment on how the powers of the perks would be determined. Honestly, I feel it would depend on two or three major factors. They're strength I assume would probably be based on; Perk strength in match(the amount of pressure the perk offers in game), how effective the boon perk is at hidden usage(so, Boon: Exponential is one of those ones that is very hard/situational not to place near the killer for consistent use. As you mentioned, it's very powerful on 2 floor maps, but that is very case-by-case. So Exponential would likely have the maximum of 3 charge allowance, since it is very hard to use without the killer quickly noticing in most situations), as well as possibly the factor of the Boon perk's effective range. The first two factors would probably hold the most weight in deciding. Also, due to the nature of boon perks as short term transferrable effects, they also probably won't ever have only a singular charge per totem, as that would essentially remove the main effective strategy & use of boon perks.


    Also, imagine having new unique perks along with this system. ^w^! One killer perk Idea I had was possibly a charge build-up perk. So, each time you hook a survivor for the first time, you gain a token up to a limit of 4. And these perk tokens you could bring to a still-standing hex totem to add charges. Each time you add a charge, it forces the hex perk into it's dormant state before gaining the extra charge. I feel this would be really interesting for high-mobility killers.

  • @YOURFRIEND said:

    I understand the hex part of the equation, but not the boon. You have to snuff the totem 2-3 times to get rid of the boon? What happens if you bless a hex totem?

    You wouldn't be able to bless a hex totem directly. However, you can bless a dormant totem. To bless a totem you'd first have to do a cleansing action on a hex totem, which would work only if the hex has multiple charges. You would also be able to tell if a hex has multiple lives based on the number of skulls that are intact on the totem, giving you an immediate visual to see if that hex is actually one you can bless. For example, Hex: Ruin, being immensely powerful and consistent, would still only have one charge. The moment it's cleansed it's gone(unless you use it with undying of course). And you would see that it has only one skull and know that blessing that totem isn't an option.

    This is just an idea though & not all the details for it are thought out exactly. This is to prevent immediate and permanent hex to boon/dull actions. And if a hex totem loses all it's charges the totem is destroyed. There might end up being a boon perk available as a possibility in the future with these new totem mechanics that would allow you to really quickly turn a dormant totem into a blessed one or to revive a certain number of broken totems as temporary boons. After all, a killer would be unlikely to go towards an already broken totem in most situations.

    However, with this mechanic it would also be something you might not want to do, since not only will getting rid of the hex alert the killer to your location, it'd also give them a quick immediate snuff as they would have probably come towards that totem to catch you after hearing the notificiation. The idea is that blessing a totem is best when the killer doesn't directly know where you are when you bless it. Which is pretty clearly already intended to be the case seeing as the killer can actively snuff boons and grab survivors off them.

    Also, snuffing a boon no matter when removes the boon like it does normally, but also removes a charge. It's sorta like hooking a survivor multiple times. The last snuff of a specific blessed totem destroys the totem, but doesn't remove the boon perk.