Avatar

SomethingChill

SomethingChill

About

Username
SomethingChill
Joined
Visits
356
Last Active

Comments

  • You should report this in the bug reporting category! This is for feedback on game balance and stuff like that

  • The "fire" in the axe could very well be a visual indicator for things that the Entity summons. We see it in many transitions when things teleport of go invisible (i.e. Spirit, the Blendoskeleton appearing…)

    Springtrap is also plenty strong as he is. The radius of the axe seems more for the use of add-ons than as a useful feature itself.

  • I completely agree with the Hex change. Hex perks are incredibly inconsistent themselves, but the fact that a Survivor can just cleanse your Hex at the start of the trial without even a chance to defend it in dumb. Hex perks would obviously have to be balanced with this change in mind, but it's a worth trade.

    Though buffing Hexes this way makes me think totem spawns shouldn't be altered. Sure they are not consistent, but that's exactly what the other change fixes. Hexes shouldn't take 2000 hours of map knowledge to find.

    Devour Hope should probably activate when you gain the first token though, it's really powerful if Survivors can't stumble upon it early enough.

    Tutorials really need some attention. In addition to supposedly teaching new players, they give access to Wraith and David, so playing them should actually make sense.

    What I would add for tutorials includes:

    • Looping/Chasing
    • Survivor interactions and priority
    • Basic breakdowns of every single Killer
  • @Rogue11 said:

    Would be nice to give uncaged survivors some debuffs to action speed, maybe even for the rest of the match. Obviously this would be in compensation for adding anti-tunnel to the cages. Would give more incentive to cage survivors early instead of just saving it for the mori.

    I think it's not needed. Something a lot of people forget is that cages deny all hook perks. That's a lot that you could already deny from happening, especially when the currently best perks for Survivor are almost all hook related.

    @RFSa09 said:

    i like your ideas but i think people underestimate how powerful his m2 is, the counterplay is literally break line of sight and pray for him to miss you (if he even tries to attack you instead of faking it) and i honestly don´t think this is problematic beecause the killer also have to make guesses to hit long range m2´s

    Misty Day, Remains of Judgement = While using Rites of Judgement, Survivors within 8 meters of your position have their Aura revealed to you, but your Aura is also revealed to them. (rework)

    this addon would possibly be one of the strongest addons in the game since 2016 (for killers) (8 meters is the range of his basekit m2) but besides that one i really really liked the addons

    Irrelevant gameplay

    v

    https://youtu.be/O2Nnonf9PfQ

    Often times when I play him the Survivors can very much counter it by simply dodging well. Sure, it doesn't always work, but it's surprisingly consistent if you can see the killer. The add-on does just that: both of you see each other through walls. Sure it's better for the killer, but it's an add-on so it's got to be worth using.

  • @GrimReaperJr1232 said:

    20 seconds is a bit too long. 10-15, sure. But 20 is too much.

    Torment on M2 is cool, BUT there needs to be a 10-15 sec "immunity" period for a surv freshly unhooked/uncaged. As it stands, I can m2 when an unhook/uncage occurs, down/cage the rescuer, then go tunnel the saved surv with little fear of repercussions.

    Really good idea, I'll add that!

    @sizzlingmario4 said:

    I still don't love the idea of Torment on M2, even with survivors getting endurance out of the cage. I feel like it overshadows the idea of the torment trails too much and diminishes their value. It also makes it easy to just apply torment immediately to a recently unhooked or uncaged survivor especially since protection hits are impossible against it.

    I would also like to see his basekit punishment range increased a little, range addons are by far his most popular and I think it is a fair trade in exchange for the base BT on cages becoming a thing (which I 100% agree with doing).

    I like these addon changes, these are much better and a lot more interesting than what we have now. 2 specific ones I'll comment on:

    • Leopard-Print Fabric (killer instinct duration addon) should be buffed further. The existing purple addon with this effect is 3 seconds and it still doesn't see much play, so 2 seconds definitely isn't enough.
    • Rust-Colored Egg might be problematic for tunneling and negating base BT/OTR very similar to Pinhead's Original Pain addon, which rarely gets used for anything other than this.

    Great ideas as well. I'll make Fabric 3 seconds and change the Rust-Coloured Egg a tiny bit so it cannot help with tunnelling while still keeping it's current effect.

    Thanks a lot!

  • @Gardhome said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3818528#Comment_3818528

    He is already have anti tunnel cage mechanic, he cant see them and they teleport if he is too close to them. For goblet i thought that you mean 20 sec after someone is uncaged and thats not a lot, but if this works on just caged survivors is okay i guess. But i dont want to this addon changed cause this is weak but fun to use addon, i got a many Dragons grip value because of it.

    That is true, he does have some anti-tunnel measures but they simply aren't enough. Pyramid Head is often regarded as the best killer at tunnelling, and that's mostly the reason he is so high on most tierlists.

  • @Gardhome said:

    20 haste after uncaged is too much, but if buffing his curving while using the power would be good trade. And do not touch Obsidian Goblet its fine the way it is, plus 20 sec is not enough (60 would be great), but anyway addon is fine do not touch it

    I made it 20 seconds since Cages still prevent hook related perks from activating, so a lower duration means he would be just as good at tunnelling as he is right now.

    Obsidian Goblet as of now is useless. Insidious (one of the worst perks in the game) and only when standing in your trails? No thanks. 20 seconds of undetectable every time a Survivor loses Torment is more than you think. With the Torment on M2 change I also proposed, you are more often than not constantly putting Survivors into Cages. So you gain 20 seconds of Undetectable when you Cage, + you also get 20 seconds when a Tormented Survivor uncages someone. That's a lot of no terror radius.

  • @caipt said:

    Good stuff! My only issues are removing the range addons, plus increasing the stun after his m2 while being able to hit during it. Its mostly personal preference since I feel pyramid head's zoning gameplay is one of the less interesting aspects of facing him on many loops, and these changes would let him zone harder. Personal preference though, and the zoning is fun playing as him so all good changes for the PH player with mininal downsides!

    Thanks for the feedback! I do agree his zoning is boring, but I've also heard that he was more fun back when you could hit out of cancel. To make zoning less prevalent, I tried to focus on making his M2 more rewarding

  • @Sepex said:

    Good post but normally suggestions like this are usually moved to the Feedback & Suggestions sub forum.

    I know, but this is more a concept than an actual suggestion since I think BHVR is already planning to change him

  • I also had this problem on some maps, so I can confirm this myself. It hasn't happened to me before either, so I'm sure it's a bug.

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3617140#Comment_3617140

    The Silent Hill license holder has stated it’s up to BHVR when asked directly - though BHVR stated it’s up to the license holder on many occasions.

    we only know that the license holder gets a set amount of the income for cosmetic purchases and that’s why they are only available for auric cells and they have to agree to anything before it’s available - so they must have accepted the set cosmetics and at least not demanded them to be available individually.

    I understand. Thanks for answering!

  • @Feneroe said:

    If licensed outfits are sets or not isn't up to BHVR, it's up to the license holder.

    Sure, it could be that, but I don't think we know for sure.