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JosephN

JosephN

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JosephN
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  • it does suck that a character that is p3 lvl 1 vs a character that is p3 lvl 50 with all perks unlocked will be the same prestige afterwards

  • I want this so bad, and I also want to know who brought what offerings at the beginning of the trial. LET ME KNOW WHO BROUGHT THE RPD OFFERING, I"VE GOT 3 HOOK STAGES FOR THEM!

  • If recently unhooked survivors simply lost their hit box instead of gaining endurance, we wouldn't even have to think about this and I hope they go this route instead of doubling down on endurance.

  • @RpTheHotrod said:

    With either answer, the killer needs to have some sort of indicator that a person is immune (ONLY for Unhook\BT\OTR - not for medkit addon related endurance). The whole point is to stop tunneling. Showing the killer they can't harm the survivor would do just that. Without an indicator, the survivors could easily abuse their immunity by intentionally trying to grab the killer's attention to go after and chase them knowing that they aren't in any actual danger. Imagine a couple of 80 second immune survivors running around trying to loop the killer and the killer wastes their time chasing after them when they actually aren't in any danger from the killer, at all. This new endurance thinking needs to prevent the survivors from turning it from an escape feature to an offensive feature against the killer. 80 seconds is a long time. You'll break line of sight easily during that time. Killer needs to be able to know if a survivor is actually capable of being attacked.

    This is a great point. They could add the white sheen on survivors that already happens when they get hit with endurance so signify they have no hitbox.

  • I agree, they made a section about tunneling and camping, but only addressed tunneling. Hopefully we 'll see some adjustments to help with camping too.

  • I've always thought it was weird the that the premium rift pass doesn't have any incentives. Other games with battlepasses have bonused that reward players for having the pass. In dbd however, there is no incentive other than the cosmetics, so if you're worried you won't get to 70 to get your auric cells back, you can just wait until you get 70 then just buy the premium track and get it all back instantly. Double experience sounds a little nutty, but something small like 15% extra blood points and experience for premium owners would be nice without really being a significant push towards pay to win.

  • I feel this exact same way. Even with double blood points, because it's additive and not multiplicative, it isn't that crazy of a buff for killers (pretty nice for survivors though). This boosted experience is WONDERFUL. Rift fragments super fast and lots of iri shards just feels so nice.

  • @JosephN said:

    It's been a few weeks now that the legion and ghostface have been out with their new add-ons and I bet that most of you all have noticed WAY more legions that ghostfaces lately. Some of this can be attributed to ghostface's new music, but I would also say that a large part of this is because ghostface's power/add-ons didn't get much better overall. A few add ons, like the drop-leg knife sheath (10% movement speed for 5 sec after marking) have seen a lot of usage, but most of the purples, greens, and yellows are underwhelming still for their respective rarity. They are better than before the midchapter and WAY better than they were a year ago, but still underwhelming when considering the strength of currently available add-ons for blight, nurse, myers, spirit, and some others. As such, I present a list of some add-ons that could receive some buffs and some other ideas for possible entirely new add-ons as well as some small killer power adjustments to make playing ghostface feel a bit better without greatly changing his power. Current add-on descriptions are taken from the wiki.

    ***** Improvements on Current Add-ons *****

    Clinch Straps [yellow]:

    • Current- Night Shroud remains active after missing a Basic Attack
    • Improvement- Add the effect to also stay in night shroud after being pallet stunned. Could also incorporate a shorter missed basic attack cool-down.

    Telephoto Lens [yellow]/ Olsen's Journal [yellow]:

    • Current- Marked Survivors suffer from the Oblivious Status Effect until the Mark expires
    • Improvement-These 2 add-ons should be combined to be one add-on that makes survivors oblivious if they get marked or reveal ghostface

    Lasting Perfume [green]:

    • Current- Increases the time hooked Survivors take to reveal The Ghost Face to 3 seconds
    • Improvement- Hooked survivors cannot reveal ghostface.

    Chewed Pen [green]:

    • Current- Increases the time dying Survivors take to reveal The Ghost Face to 3 seconds
    • Improvement- Dying survivors cannot reveal ghostface

    Victim's Detailed Routine [purple]/

    • Current- Whenever a Survivor is Marked by The Ghost Face, they suffer from the Exhausted 
    •  Status Effect for 5 seconds 
    • Current- Whenever a Survivor reveals The Ghost Face, they suffer from the Exhausted Status Effect for 5 seconds 
    • Improvement- These 2 add-ons should be combined to be one add-on that exhausts survivors if they get marked or if they reveal ghostface

    ***** New Add-On Effects/Ideas [Overhaul of current add-ons] *****

    Headline cut-out [brown]:

    • Current- Increases Movement speed while Stalking by +40 %
    • New- revealing ghostface takes 20% longer

    Marked map [yellow]:

    • Current: Increases Killer Instinct duration when The Ghost Face is revealed by +2 seconds
    • New: When ghostface is revealed, activate killer instinct on all survivors within 48 meters

    Leather Knife Sheath [green]/ Knife Belt Clip [green]:

    • Current- Increases Crouch Movement speed by +10 %
    • Current- Reduces the Terror Radius of The Ghost Face by -8 metres while crouching
    • New- Combine these effects and maybe even buff them to make crouching more viable (say +15% speed and -12 meters to terror radius) and give ghostface 200% night shroud recovery while crouched. [recovers his power very fast while crouched]

    Driver's License [purple]:

    • Current-Reduces the distance at which Survivors can reveal The Ghost Face by -8 metres
    • New- Survivors have their aura revealed while revealing ghostface and for 5 seconds after revealing ghostface. Removes Killer instinct upon reveal to not block the aura since seeing their aura is better than killer instinct.

    If the yellows, greens, or purples mentioned get combined, then there is room for new add-ons entirely. Here's a short list of new possible add-on ideas:

    • ghostface night shroud recovery is 40% faster while in chase.
    • ghostface gains 10% haste while in night shroud and NOT in chase/within 16m of a survivor
    • survivors that get injured have their mark reduced by 30%, not fully reduced
    • ghostface gains 10% haste while chasing the obsession
    • ghostface marks the obsession at 200% speed
    • When ghostface marks the obsession, the survivor with the least marking becomes fully marked and has their aura revealed for 10 seconds
    • when a survivor fast vaults mid-chase they instantly gain 20% mark if not already fully marked, and can become fully marked from doing so
    • while carrying a survivor, survivors working on generators gain mark up to 90% maximum mark at 7% mark/sec
    • survivors passively gain mark at 15% mark/min up to a 90% maximum
    • ghostface has a greatly reduced recovery time of 6 seconds (cannot be lowered by walleye's matchbook), but every time ghostface enters night shroud all survivors have their marking reset to zero
    • survivors gain mark at 50% mark/health state when healing themselves up to 90% maximum
    • when ghostface marks a survivor working on a generator, all generators explode regressing 5% and making survivors scream
    • when ghostface kicks a generator, the next survivor to continue repairing the gen instantly gains 25% mark up to 90% of the maximum and activates killer instinct for 4 seconds
    • when ghostface downs a marked survivor, they are inflicted by the mangled and hemorrhage status effects

    Discussion of Add-ons/Night Shroud Power

    When compared to some other killers, a few elements of diverse add-ons are missing. Ghostface doesn't have any add-ons that have a sort of downside, power change, or requirement to compensate a crazy strong effect such as pig's amanda's secret, legion's never sleep pills, myer's tombstone piece, blight's adrenaline vial, pinhead's engineer's fang, spirit's yakuyoke amulet, and many others. Part of this can be attributed to the fact that ghostface's power is relatively simple, but there is still lots of room to implement new ideas of add-ons even with the relatively simple power. Since he doesn't have more to his kit, I think his add-ons should interact with the fact he has to do basic m1 killer chases. The Drop-leg knife sheath does this with the 10% speed boost for 5 sec, but the rest of his add-ons don't help considerably in chase except the ones that apply obliviousness or exhaustion, but these help much less than the speed boost. I think that given that ghostface has the teachable obsession changing-perk furtive chase, it would be cool if some of his add-ons revolved around the obsession. Obsession add-ons/perks can have problems with consistency admittedly, but they help disversify the meta by improving the obsession perks and make for unique gameplay. Ghostface could have obsession add-ons that benefit from furtive chase. His other two perks are strong on their own, while furtive chase is very underwhelming, but it would be cool if his add-ons had synergy with his own perks. Giving ghostface obsession add-ons also fits ghostface thematically.

    Outside of add-ons, his base-kit power could use a few tweaks as well. I also think that when a marked survivor is downed, they should not be able to escape through the exit gate for say 10 seconds, similar to twins. This would not be a crazy buff, would be a nice buff in the endgame to reward ghostface for getting a last second hit or punishing marked survivors for not leaving. Ghostface also should have a reduced night shroud recovery time if he downs a marked survivor. For example, night shroud could instantly recover by 20% when downing a marked survivor. One of the main frustrations with his power that was not addressed in the midchapter was the fact that regardless of whether you get revealed by an unmarked survivor and maybe misuse your power, or exit your power from downing a marked survivor and using your power well, you have the same night shroud recovery time. This was slightly affected by the fact that marked survivors cannot reveal ghostface, but it would be nice if ghostface had a bit faster recovery and was rewarded for using his power well. This would not help with his mobility or map pressure, and would more be a feel-good improvement for getting back into chase a little faster, but would still make him a feel a bit better to play, especially when using the power correctly and getting a down. Some of ghostface's add-ons sort of do this via the brown which reduces the recovery time by 6 seconds or the iridescent which gives his power back immediately upon downing someone, or the green which gives it back after breaking a pallet/wall, but this only serves to make those recovery add-ons very meta while leaving the rest mostly untouched, similar to how people used to use chewed pen previously or how barb's glasses is far preffered over most other of demogorgon's add-ons. If ghostface recovered a bit instantly when downing a marked survivor, the current iridescent add-on 'ghostface caught on tape' could be adjusted to a purple, and a new iridescent add-on perhaps relating to obsession could be added to fit the strength of iridescent add-ons.

    I listed a few example numbers though out for the perks, but these can be tweaked if they are weak/too strong in testing. What do you think of these ideas? In particular what do you think of combining a few of the add-ons and making new obsession add-ons?

    I completely agree with both of these core ideas, really like the idea of the aura reveal instead of killer instinct in particular! I had the same idea of the combining of add-ons and mentioned it a few weeks ago in a similar plea for ghost face add-on buffs. I also was inspired by the fact that legion's add-ons seemed to get much more love 😥. I made a post with a bunch of add-ons that I think could be buffed you may enjoy! You mentioned a few add-ons, but honestly, I think many more than just 3 should be improved. Here's hoping to us ghosty mains getting more improved add-ons.

  • I think a great straight forward solution to camping and the inevitable tunneling that will follow would be a base kit reworked borrowed time. Instead of borrowed time's current effects, make it so the unhooked survivor simply loses their hit box for say 15 seconds (to deny killer or survivor body blocks), but can deactivate with similar conditions to decisive strike. The killer will then be far more incentivized to go for the unhooker than the unhooked survivor if they cannot even hit them and this could hopefully allow the survivor enough time to reach a pallet or decent loop. This solution doesn't fix the fact that certain killers like bubba can almost just outright deny the unhook entirely, but it would still help and I hope to see something like this in the upcoming perk overhaul mentioned in the 6th anniversary stream.

  • Basekit corrupt intervention for killers and basekit borrowed time for survivors sounds good to me.

  • @ihateboons said:

    https://forum.deadbydaylight.com/en/discussion/comment/2973034#Comment_2973034

    Blood Warden doesn't need stacks. But I understand your enthusiasm.

    As a survivor main, no one should be able to deny a stack of anything because they're salty and DC. The only way you should be able to deny stacks is evasion and not being caught/hooked in the first place.

    I'd like to take it a step further with an additional 25% BP to everyone who completes the remainder of the trial. I suggested long before the forums were a thing, to introduce a system that rewarded players for completing trials, regardless of the outcome(win or loss). This would cut down on DCing over salt... since nothing can actually solve it.

    Blood Warden doesn't need stacks. But I understand your enthusiasm.

    I said any perk that activates or has tokens but yes blood warden does not have stacks, and neither no pop goes the weasel. Was just an idea of expanding the perk :D

  • Take it one step further, if a survivor DC's any perk that activates or gains a token on hook should activate such as BBQ, pop goes the weasel, No Way Out, Devour Hope, Huntress Lullaby (PEPEGA, IMAGINE DC"ING TO LIMIT LULLABY), dying light, blood echo, grim embrace, or blood warden. One could make the case for scourge hooks too, but that might be too far. Perks that activate on unhook like furtive chase or make your choice can't really work though because they would be targeting a survivor that didn't DC.

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2970369#Comment_2970369

    Now that!.... would actually remove Dead Hard.

    You can't attack two of this perk abilities at the same time. It's either I-frames or distance, not both.

    You can't attack two of this perk abilities at the same time. It's either I-frames or distance, not both.

    uh, why not both?

  • @YOURFRIEND said:

    People often suggest this and I think it's a bad idea for many reasons.

    A: how do you ensure the perk valuations are actually equivalent to how good the perks actually are? The perceived goodness of a given perk fluctuates over time. Considering how reticent they are to change anything it would take a long time to adjust these values.

    B: It stifles creativity. If I think of a suboptimal, yet dumb and fun build and it puts me like 1 point over the cap that's not gonna feel very good. Conversely of I'm only using 30/100 points or whatever is going to make me feel kinda bad. It's not not a good or consistent system.

    It stifles creativity. If I think of a suboptimal, yet dumb and fun build and it puts me like 1 point over the cap that's not gonna feel very good. Conversely of I'm only using 30/100 points or whatever is going to make me feel kinda bad. It's not not a good or consistent system.

    I disagree with this statement. There are already dumb and fun builds you cannot run because you might want 5 perks but only have 4 perk slots such as no mither + tenacity + soul guard + flip flop + power struggle. If the perceived goodness of a perk fluctuates over time, they can adjust the perk point cost, similar to how they have already buffed perks like boil over, distortion, or dead man's switch. If they don't buff them, then the perks will just fall to the waste side as some older perks already have like for example the drop off of nurse's calling or thrilling tremors. What part of this system would you say would be inconsistent?

  • They should remove the invincibility frames and reduce the distance. The distance is annoying and should be reduced to reduce the opportunities a survivor can use it, but the way that the invincibility screws certain killers is very problematic. Being able to dead hard through a trapper's trap, or through doctor's blast, or though many killers' special attacks is super lame. People say that for killers like nurse or blight, that dead hard is necessary, but really that just shows that dead hard and those killers are both broken and need to be fixed.

  • @KillerMain027 said:

    They're already doing a massive rework, I don't think this would interest them.

    BHVR is also not great at understanding which perks are stronger.

    I understand it probably won't happen. Sadly most of the great recommended changes on this forum never happen and especially one like this, since just as you mentioned, they already have a rework in mind. The problem is that although they said they are reworking 40 perks, there are far more than that, so we already sort of can guess that a bunch of them like left behind or poised will still be garbage and will never see use. At least we can dream ;-;

  • Lots of people have come up different awesome ideas. The idea I have is on top of the cosmetics, for each prestige of level, we would get that many free items on the blood web. So if prestige 1, the first item on each blood web is free, prestige 2 -> 2 free items per web, and for prestige 3 the first 3 items in each blood web would be free. This would save a considerable amount of blood points over many webs, but wouldn't feel like a crazy blood point giveaway.

  • If CoH was changed to #2 (no self healing) that along would probably be enough since it makes survivors group up and potentially give the killer more map pressure if they get caught. If this was in tandem with letting killers break the totems that would be even better.

    Above someone mentioned the removal of letting survivors see the aura of the boon. I don't really think that would be healthy design. It only really hurts solo players or relatively newer players, while SWF and more experienced players will go largely unaffected. I don't see the point of adding more features that make SWF outclass solo players.

  • I'd love to see more urban environments, but sadly I think in-door maps are more prone to have a negative impact on performance for significant portion of the player base, specifically console players on last gen systems. I'm worried that this will happen in the near future with the reworked Haddonfield as well. If they can make it work, I'd be all for it though!

  • I disagree with your sentiment about iron grasp. I think iron grasp truly needs a rework. I don't think there should be a perk in the game that is simply outclassed entirely by another perk. Iron grasp is just a worse agitation, and premonition is a worse spinechill, and all perks like this where they perform like weaker versions of other perks should be changed. For Iron grasp specifically, I'd rework it so that instead of carrying longer with less wiggle effect, take more inspiration from the perk's name. The perk could make it so that the killer cannot be stunned by another survivor to free the carried survivor (with the IRON GRASP, the killer doesn't let go). In this way it'd be a niche perk to use for people that want to counter swf's or pallet save in general, similar to lightborne, but whereas lightborne protects against flashlights, iron grasp would protect against head on stuns and pallet drops when carrying survivors.

  • On survivor this could be really nice, but sadly on killer it wouldn't be that impactful since the generic killer perks are situational or good in some niche builds (such as bitter murmur on huntress) with the exception of NOED, and doing this would really only further push people into using NOED if they get it for free guaranteed. Might want to rework/buff the generic killer perks before hand since atm they see far less use than the survivor's generic perks such as spine chill, kindred, resilience, or small game. I like the idea though

  • @Rogue11 said:

    No thanks, I'd rather not make camping even more effective by guaranteeing a hook trade in most situations

    If the killer is camping, and you are able to 'hook trade in most situations' doesn't that mean the other survivors can just slam gens and the killer has no map pressure? On top of this, the killer isn't tunneling as well, which is the point of the perk to prevent. The killer might be able to guarantee a kill via camping this way until no one can afford to hook trade, but they can already do this. The way to prevent a hook trade it so use multiple survivors body blocking to stop the hook trade, which currently is already often required.

  • I hope they do this, but I also would love if they just extended the blood hunt into the beginning of the ringu chapter to give us a larger incentive to play once the new chapter drops.

  • Trickster doesn't even have an good perks

    Uh what? Trickster's No Way Out is potentially an S tier perk; it gives security and great game delay at a valuable time for the killer that often will result in an extra hook/kill. I really can't tell if this is bait or serious, they mention Trickster's other 2 perks then suspiciously don't mention no way out. And then they say iron grasp is a good perk, I just can't

  • Why remove collision? To prevent the BT person from bodyblocking the killer and forcing them to hit them instead of the unhooker, or another reason I can't figure?


    The fact that currently the killer can body block the unhooked survivor to just try to wait out the endurance timer, or that the unhooked survivor can use the endurance like a shield goes against the core idea of borrowed time as an anti-tunnel perk. If it's meant to stop a tunnel, why is the unhooked survivor using it like a shield and forcing the killer to tunnel an effective stategy? If the developers want it to stay that way that's fair, but the body blocking potential on both sides greatly shifts the use of the perk away from its anti-tunnel role.

  • I like the token idea, but maybe make the token setup similar to No Way out, such as 30 seconds guaranteed plus 15 seconds per unique survivor hooked. One thing I noticed is that you didn't mention the movement speed buff which is actually a pretty significant part of NOED, would you keep it the same or modify it?

  • @[Deleted User] said:

    Not a bad idea, getting rid of the hitbox. It's true that lots of survivors, especially SWF use the BT tactically to try and make sure both people can escape without the down, and if you didn't have a hitbox, you couldn't take that saving hit, but also would definitely be able to escape the hook area.

    It would basically turn the situation into a hook trade instead of a full escape, the unhooker would more than likely get downed unless they had paired BT with something like Dead Hard or flashbang.

    This wouldnt be a very popular idea amongst camper-killers though lol be prepared for them to attack this post in full force 😂

    I didn't even think of how it worked in concert against camping in regards to stopping the 1 for 1. If this was ever to be implemented they might want to make some changes in that regard, but I'm not sure if the perk should do that (probably should be a game mechanic to deincentivize camping). When killers are using the hook to make pressure via proxy camping, they do this as well which is an actual strategy and so I'm not sure if this interaction is entirely bad. Notably as well this could also occur when the survivors just unhook in the killer's face right after the killer hooks and the killer must choose to tunnel or 1 for 1.

  • @sizzlingmario4 said:

    Yeah if BT ever becomes basekit it should remove the survivor's collision. As you pointed out yourself that doesn't work so well with its current form as a perk because that actively works against survivors who were unhooked without it.

    20 seconds is far too long though; the duration doesn't need to be increased.

    That's fair. The fact it actively would hurt those without borrowed time is a major downside. I wasn't sure how long it should be, but decided on 20 seconds for a few reasons. I thought that with the hit then weapon wipe + distance from the hit, it's possible in general for non-mobility/ranged killers to take that long to catch to catch up to finish the kill in a comparable time to just following them for the 20 sec then hitting them once. My other thinking was that if I wanted to design this to be a very strong anti-tunneling perk, then I don't want to balance it for the killer to think about the risk/reward, and want it to be obvious that it is bad time efficiency for them to try to tunnel the unhooked survivor. 15 sec could also work, but honestly I don't think 20 seconds is that long admittedly. Since killers are faster than survivors, if the killer doesn't swing and just chases them to wait out this reworked borrowed, they could effectively swing as soon as they notice that the survivor's hitbox came back, similar to how some killers currently wait it out atm.

    How long would you recommend making it? just curious

  • I honestly think they need to lock the player and killer once they get in a lobby (level up other survivors/killers before finding a match), and let both sides see each other. If letting a survivor see the killer hurts the killer that much which it will prob hurt some killer a lot, then they need to buff the killer. I would prefer better counterplay than just random killer who can see all the survivors and stuff. And yes they should not let you see their names before hand, the killer should not play differently if it's swf or not and shouldn't be able to try and find out before the game.