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Not_Music

Not_Music

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  • @HugTheHag said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3335056#Comment_3335056

    For the put into broken, I think you're looking too far on the sandbag aspect.. As in, I think it would be neat concept in itself !

    I don't know how it would be justified lore-wise, but a killer perk that makes it so that self-heals inflict you with broken for 30s/35s/40s. As in, you wasted 16s trying to heal, but now you're not only still injured but you're also broken. It would counter Circle of Healing and the medkit meta as now survivors would need to group up for heals.

    Or, since CoH is gonna be nerfed again and probably into the ground, the opposite : Being healed by another survivor gets you broken and still injured for a 30s/35s/40s. As to not make healing completely impossible, the perk would be on a cooldown of maybe 60s, so that heals are now only possible after you've already wasted the time it takes for one health state. It would favor either self-heals, which hopefully would be less common once CoH gets nerfed, and take a lot of time, or big group heals, where all survivors are together and easy to find, and mostly, not on gens.

    The second concept would probably be much too strong (or much too weak once the survivors catch on and if they have medkits), and require additionnal tuning, but there's potential in the idea ! =)

    This has helped a lot! thank you!

  • @HugTheHag said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3335025#Comment_3335025

    I don't speak for everyone, obviously some people would have a field day with this, but I don't think losing 30% progression on a gen (assuming failing 3 skillchecks to become the obsession) can have a worthwhile counterpart ever. The action speed boost would actually need to be massive to make up for the lost progression.

    Look at it in reverse : would you, as killer, accept a survivor perk that puts instantly 30% of progression into a gen, with its drawback being that the survivor becomes exhausted/blinded for a long period of time ? Injured with mangled ? Or even exposed ? That would still be broken. (even assuming only one gets taken into the game by lobby).

    I can't see a bonus that would be worth, even individually, the trouble you put the team through... Except MAYBE, something that has to do with hatch, and the perk would play the role of a "jumping the ship" once the survivor thinks it's impossible to win, and would sandbag to see hatch aura for example (to maintain the original spirit you intended of sandbagging others for personal gain, let's say the hatch switches places everytime the obsession changes, so it's impossible for all players to know where hatch is definitely).

    Which is already kind of when most sandbags happen anyway.

    So, I'm obviously not on board with the concept of encouraging toxic plays, but I'm also unconvinced people would actually play along.

    That being said, I could see a killer perk that plays with how much a survivor annoys you through notifications : like if they've missed more than x number of skillchecks or fast vaulted / exited out of lockers while not in chase x times, they get exposed or their aura revealed (or KI) for a little while. It would not happen a lot, but it could find its place on certain impossible skillchecks builds.

    Honestly, that's wicked fair! I'll avoid skill checks then. The Hatch idea could be something, I do really like the idea of that. We could change the Sandbag too. Another idea I had was to make it so you could put an injured teammate into broken while you get some other buff. But then how do I get them to activate it

  • @HugTheHag said:

    I think it's hard enough escaping as survivor without sandbagging, and that there's enough sandbagging without incentives, whether accidental or not.

    I would not.

    What if instead of a BP incentive, it gave you a boost? Whether that be a speed boost or you could work on things quicker. Maybe you're no longer effected by certain Status Effects?

  • @Aurelle said:

    No. There's enough sandbagging in game as is, without incentives. Solo survivor is already hard enough.

    What if it was in SWF? You could ask teammates if it's okay to sandbag them a bit for an advantage

  • What kind of debuff/penalty though? Maybe like a reverse thano for the killer, except it only applies when survivors are on the ground/slugged? would behavior in turn have to debuff survivor to keep it even?

  • @[Deleted User] said:

    I hope we get an item + add-on overhaul in general at some point.

    HONESTLY! It's getting ridiculous imo

  • @N8dog said:

    I have an idea. What if there was a keyhole under the gate lever? Keys other than the broken key could increase gate opening speed similar to using a toolbox on a generator. Some add ons can increase this speed or grant efficiency bonuses. Keys wouldn't be oppressive like they were before hatch rework (especially in SWFs) and they would still serve a purpose of escaping the trial with up to 3 allies or alone in a quicker way. I think running a key with resilience and wake up would make for some super fun "last minute hero" builds and if the killer knows the last survivor has a key and both of them are thinking "It's closed... are they going for gate or hatch?" Will be a lot of fun prediction and strategy for both sides.

    I think that would be really cool to see tbh. It would at the very least give us SOMETHING

  • I really like the idea of adding more moris! Reminds me of For Honor (although I really hope it doesn't become the same grind as For Honor).

    I could already see licensed killers doing some of their other icon moves from the movies/games that they're from.

    Also I thought they should have made that change to moris so long ago

  • @KerJuice said:

    Wait- wiggle progression can regress?! 😳 Why is that even a thing??

    I think in case the killer doesn't think they can make a hook but idk

  • @Bluebird said:

    https://forum.deadbydaylight.com/en/discussion/comment/2458552#Comment_2458552

    Wait, I misread the first question. You need 80%+ of the bar filled to be dropped by the Killer when they manually drop you.

    Thank you! If I did my math correctly I believe that means it would take 12.8 seconds to reach 80% then? (16*0.8)

  • @TheWarNung said:

    They do. I'm currently using voth those perks with POP on my Nemi. If you get all 3 perks on a single gen you can regress it a total of 39%, which is kinda evil.

    Hell yeah! currently, I'm thinking of running Eruption, Surge, Pop, and Thrilling tremors. I'm thinking about putting it on Freddy and putting on a VERY small map like the silent hill map. As long as I'm kicking gens, I think one of two things should happen; Either I get both Eruption and surge and then lock the gen with tremors so no one can work on it as it regresses or I use Eruption to find which gen to focus on, get the survivor off, tremors to keep the survivor off, and then pop to regress the gen big time. The only big issue I see is making sure I actually kick gens

  • Okay so! Dos and don't bc I literally JUST did this challenge.

    Do

    -point directly at the killer (no walls in the way)

    -do the full animation

    -it twice in a row (not a requirement but I think you can get the challenge done in one go if you're lucky)

    Don't

    -point the second it goes off

    -have fun :)

    Personally I also found it helped to look away from where I think the killer might be so I could make sure the perk went off when the killer was in view. Which means I'd maybe bring spinechill although I didn't (I got lucky and had a wraith so they had to take time to uncloak before they could hit me). Hope this helps a bit

  • It's kinda funny bc when I first made this post, I was more fixated on being able to pick myself up. It's interesting to see how people seem a bit more fine with the idea of being broken the whole game, as long as you have more buffs.

  • I've seen two people suggest that maybe we just speed up the survivor. I'd like to see that too. Maybe we keep the broken effect the whole game but we make running, vaulting, fall recovering, and pallet dropping faster for chases. You could maybe also earn more bloodpoints the more you level it up. Perhaps instead, you recover your exhaustion in chases like it used to be and leveling it up would decrease the time you're exhausted. This could be a really good reward/challenge for the best loopers. It wouldn't even have anything to picking yourself up and this already sounds like a better perk in my opinion.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2008678#Comment_2008678

    The one thing I don't love about this is that the killer would still know you have No Mither if you randomly get the broken status effect. You could get around this by not showing it to the killer, but I also don't like making you broken but hiding that status effect from the killer's HUD.

    I feel like there are two buckets of options for No Mither, barring a full rework:

    1) Make it a proper high risk / high reward perk by increasing the reward from running it. For example, you could give survivors a small movement speed buff (~3%) along with the current benefits; if you're a really confident looper that small speed boost could be maximized to great effect, but you of course have the big downside of starting every chase injured.

    2) Keep it as a challenge perk, but increase the incentive to run it. For example, you could grant 100% bonus in-game bloodpoints in all categories. Then you could pair it with WGLF for easy 64k BP games and for some anti-slugging synergy.

    I like this idea of just boosting the reward for being injured the whole game. Especially more blood points. To be honest I'd even be willing to sacrifice losing the ability to pick myself up if it meant enough blood points were added to it.

  • Perhaps this could be solved through a new killer perk? Like a perk that makes it so if a gen isn't done within a certain amount of time (let's say 5 minutes) then they get to see either the nearest survivor or all the survivors for a time. Therefore the killer can stop them from doing this and it can also encourage the killer from wanting to closely guard the last three gens. I know if I knew where the survivors were, I'd rather chase them than play defense so much.