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Yrutan

Yrutan

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Yrutan
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  • This might be pedantic but it is important. Some perks have flavor text in addition to the rule/mechanic text. The important part is that the rule text should be correct.

  • Personally, I would change the Plague's power in the following direction :

    I would add more thresholds/stages/tiers to the disease. After the initial infection, the first threshold would make the survivor infectious and vomit. The second would put a survivor into the injured state and impose the broken status. The final threshold would make the survivor vomit more frequently. The disease would take longer to take hold than currently but it would progresses faster when a survivor is running or working on a generator. The fountains would no longer heal back the loss health state.

    Also, I don't really like the corrupt purge aspect of the Plague because I feel that it reduces the contagion theme of the Plague too much (it is taking too much space). I would much prefer if it was replaced by something like :

    Used fountains are corrupted for a while (like 3 minutes or more).

    Fountains can be infected just like other environmental objects by the Plague's power.

    Survivors at the last tier of infection are put into the dying state when hit by the Plague's power.

  • Personally, I dislike how the Cypress Mori is a joke and how the Ivory Mori is so strong you basically have no reason to use the Ebony Mori.

    Essentially, I would be happy with the following changes :

    Cypress Mori : Grants the ability to kill one Survivor who has reached the second hook stage and the last Survivor by your hand during the next trial.

    Ivory Mori : Grants the ability to kill all Survivors who have reached the second hook stage and the last Survivor by your hand during the next trial.

    Ebony Mori : Grants the ability to kill one Survivor who has been hooked and the last Survivor by your hand during the next trial.


    In short,

    Cypress is buffed

    Ivory is restricted by the second hook stage but you can kill all 4

    Ebony has now the current effect of both Cypress and Ivory

  • I have to agree. I keep having too many of these. I even tried to use one each game and I once managed to run out of the common (brown) ones ... on one character.

    Also, I was just thinking that the mist offering could give increase bloodpoints to all players so that they would be used more often. Like some kind of better Bound Envelope as they would be more common.

  • I thought it would be great as a tournament format.

    The points gained as killer would be worth four times the points gained in the other rounds. Now all that is left is determine how points are gained ... and find a way to keep the number of games played to a minimum as the number can quickly get out of hand.

    Also the number of participants would always have to remain a multiple of 5 and a minimum of 5 have to be eliminate at a time so that everyone remaining can play in the next game.

  • @aarongai said:
    Here's an idea:

    • Give all Survivors the current -50% Self Care without requiring a perk
    • While injured, Survivor repair, heal, cleanse, and sabotage speeds are reduced by 10%
    • So it's -60% healing speed for Survivors to heal themselves with no perks
    • The perk Self-Care now increases self-healing speed by 100% and item efficiency by 30%
    • So it's -30% healing speed for yourself if you run Self Care

    I agree that the self-healing action should be available by default.

    I would be a bit harsher with the numbers. While you could self-heal without Self-Care, it should be a clear inefficient use of your time. I would probably increase the injured penalty and rework a lot of the unused / bad perks to help counter that.

    Namely, Resilience, This Is Not Happening and No Mither. Kindred or Empathy could even show your aura to the other survivors while you are being healed, including self-heal.

    (The sabotage action should also be a default action and be reworked into something that can be used reliably instead of being a gimmick.)

  • @Milo said:
    1. Translation: Boost gen repairing time to about 90 to 95 seconds but it makes more sound for 10 to 15 seconds

    I was thinking the total time spent on a generator would be stay the same.

    The idea was that you would want to open generators that you pass by so that the killer would be distracted when he came by but I guess you can already do that by repairing a generator for a few % except that it would give a minimum "progression" that could not be regressed.

    The increased in distance heard is not really important. I just thought it would help give an incentive to open them during the "mid" game as if you have to open them when there

    Maybe have it so each side of a generator have to be opened individually.

    @Milo said:
    2. and this would be more time consuming for the killer than survivors

    The killer would not really have to bother with them. I mean do you kick every generator that you come across.

    Actually, that does seem like a flaw. Maybe if the killer can not interact directly with the mechanic it might be better.

    What if

    There are two switches, one is located inside the basement while the other is at the secondary basement location

    Until a switch has been activated, generators can not reach 100% (maybe 90% is the limit).

    Once a switch is activated, the next generator to reach 100% is completed (might want to regress the other generators to 90%).

    Each time a generator is completed, one switch is turned off.

  • @ThirdSealOPplzNerf said:
    After the first survivor has been hooked you gain a 5% increase in every action including a 10% speed boost for 5 seconds. 2 hook on a diffrent survivor and action speeds are 35% slower for 1 minute. 3 hook on different survivor action speeds increased to 20% for 2 minutes and gen regression becomes 100% faster. 4 differen survivor hooked and killer gets everything for 1 minute and 30 seconds and 100% more bloodpoint s for that hook. Everything restarts after 4 hooks. This would hopefully make the game last more longer and actually give a reason to hook other people instead of trying to kill and focus 1 survivor at the early game.

    1st hook :
    5% increase in every action
    10% speed boost for 5 seconds

    Once 2 different survivors have been hooked :
    action speeds are 35% slower for 1 minute (for survivors ?)

    Once 3 different survivors have been hooked :
    action speeds increased to 20% for 2 minutes
    gen regression becomes 100% faster

    Once 4 different survivors have been hooked :
    killer gets everything for 1 minute and 30 seconds (all the temporary effect from the last 3)
    100% more bloodpoints for that hook

    Once 4 different survivors have been hook you can begin gaining these bonus again.

    Did I get everything right ?

    The slow on the second hook seems like a good incentive to reduce tunnelling.

    I really the "quest" aspect, especially the faster generator regression. This seems like something to look forward to if you are going for a long game and defending generators properly.

  • @SpitfireOrMichina said:
    Receive an incremental speed bonus to repairing, healing, sabotaging, cleansing, opening Exit Gates and searching Chests for each ** Survivor alive** in the trial.

    • 1 Survivor alive grants 1/2/3 % increased speed.
    • 2 Survivor alive grant 2/4/6 % increased speed.
    • 3 Survivor alive grant 3/6/9 % increased speed.

    This got me thinking maybe Prove Thyself could act like a reverse Thanatophobia where for each injured (and dying) survivor you get the bonus regardless of the distance.

    This would be more balanced as having the full bonus for essentially the whole trial would be too good. Also, it kinds of keep the flavor as when others are injured they would expect you to do something so you feel like you have to prove yourself.

  • @MojoTheFabulous said:
    It'd be nice but then they'd need to create an alternate version for every single cosmetic they make which is quite the extra amount of work.

    The reasonable way to do it would be to create some kind of overlay for the prestige blood. Then you could apply the overlay to any texture. Simply add a checkbox in the cosmetic tab for the prestige.

    It would still be a lot of work to make it, check if all the current cosmetics work properly with the overlay and to fix all of them.

  • @Jacoby2041 said:
    While we are at it, they should make Coulrophobia affect Snap Out of It (madness 3) like Nurse's Calling does. Since they make it count as healing for one perk but not another. I'm actually not certain Coulrophobia doesn't affect madness 3 because it is hard to tell but multiple people have said it doesn't.

    @Milo said:
    Yes it doesnt cause devs said so.

    This is exactly what I want to point out. Nurse's Calling should state that it specifically affects the Snap Out of It action or Coulrophobia should place an exception on it.

    The ideal would be to have Nurse's Calling define a category of action, like maybe have it affect actions in the Altruism category (might mean that it should also affect Wake Up and helping someone untrap), so that Coulrophobia can/should indeed only affect healing speed.

    Similarly, Premonition states that it trumps any of the Killer's stealth abilities while Spine Chill does not. Since I remember Spine Chill working through the Wraith's ability, I guess that line of text on Premonition serves nothing (so just remove it).

    What I mean is that the rule/mechanic text should be clear. You can put flavor text before it but the effect should be unambiguous.

  • According the the wiki there are currently 10 things in the game that it affects. Actually 8 as both Empathy and Wake Up! already have unlimited range.

    Personally, I think that both Open-Handed and Plunder's Instinct should be reworked, at least slightly, so that they work better together. Plunderer's Instinct could give a small range aura reading on dropped items so it gets increase by a lot when you have Open-Handed.

    The thing is Open-Handed stacks so there is a limit to how good it can be. There is also the irony that if it is good enough it would be a better team perk than Leader. Maybe reduce the base value slightly and increase its effect for yourself like
    2 / 4 / 6 m for others and 6 / 8 / 10 m for yourself.

    In the end it does take a perk slot to use so it should be worth something but it currently does not affect enough perks to be worth it.

  • @Aerys said:
    1. Nerf Survived BP gain from 5k to 4k.
    2. Include the amount of wiggle bar the Survivor has filled while in the Killer's grasp as points in the Survival category, 1 to 500 points depending on how far the bar is filled. As for Escaping the Killer's grasp buff this to 1000 points, as at the current moment it's a nearly impossible feat to pull off unless the Killer is going for a hook they shouldn't.
    3. Change the Escaped BP gain from Boldness to Survival and increase the Chased BP gain very slightly. If you escape a Killer during a chase that should count as Survival not Boldness!

    I like those. I mean the change in category should have been done a long time ago. The Survival category does not have enough action in it and escaping the Killer is not about boldness but about survival.

    Wiggling should definitely give BP. This is how repairing, healing and chases works. I don't see why it should not be the same for wiggling.

  • Things that I would expect a DBD movie to have :
    -The first four survivors
    -The Trapper
    -The inability for the survivors to communicate with each other, either speaking is spooking the crows which alert the killer or they each speak different language.
    -Showing a few references to the game (survivor personal perks, killer add-on or discovery of offerings).
    -The movie ends either the first time that one or all survivor “escape” only to end up at the Hillbilly’s map.

    If the movie would be different than the game, I would put both the Trapper and the Hillbilly in the same movie. Imagine this, the survivors are running away from the Hillbilly but they eventually end up in the Trapper’s map (by running through the fog or something). They figure this out when the Hillbilly's chainsaw sprint is stopped by a trap or the Hillbilly stops chasing them only for one of the survivors to walk into a trap. That movie would probably end after the (remaining) survivors reach Autohaven and they hear a resounding bell.

  • To summarize, Self-Care takes 20 seconds to heal yourself. Having another survivor heal you takes 10 seconds. This means that 4 injured survivors takes 40 seconds (10 each) to heal all 4 while 4 injured survivors with Self-Care would only take 20 seconds. Likewise, it takes 5 seconds for a survivor with We’ll Make It to heal someone else. Meaning that a survivor with We’ll Make It can heal 4 other survivors in 20 seconds while four survivors with Self-Care will also take 20 seconds to heal all four.

    You should probably put that summary somewhere because the wall of text can be intimidating to some.

    My opinion of this is simple. We’ll Make It is a limited use perk while Self-Care is an unlimited use perk as such they should not be comparable. I mean a limited usage perk should be more powerful than a perk that is always usable which is clearly not the case here.

    While I think Self-Care is already taking a long time (from a user perspective) if you look at the full perspective it definitely should take more time than it currently does since it saves you a lot more than the additional 10 seconds.

    Maybe it is time to also change the second part of Self-Care. You know the part where you should be using a Med-Kit with the perk.

  • @Soren said:

    Thanatophobia

    All Survivors suffer from unefficiency the more they are injured.

    Hit a survivor to get a token, up to 10/12/15 tokens. Every token grants a 3% regression to repair, healing and sabotage speeds.

    Thanatophobia does not stack with other perks.

    I kind of like it but the permanent aspect is kind of brutal. Unless you meant that the penalty is limited to the survivor hit.

    I mean with this version once you reach two hits you have the current Tanatophobia at 1 injured.
    2 hits to get 6 % current is 1 injured survivor
    3 hits to get 9% current is 2 injured survivors
    4 hits to get 12% current is 3 injured survivors
    5 hits to reach 15% current is 4 injured survivors

    From what I could find, the current Thanatophobia has not been really changed since forever. The numbers are not necessarily perfect but one could think that the current maximum (15%) would be a reasonable start. Like maybe increasing it to 20 or 25%.

    I would try to go with the flavor where you are scared of your own mortality with something like:

    Thanatophobia :
    All survivors receive penalties to repair, healing and sabotage speeds for each survivor that is injured, dying, hooked or dead.

    The penalty is 2/3/4 % for each survivor that is injured, dying or hooked and 1/1.5/2 % for each dead survivor.

    In addition, whenever a survivor is injured for the first time in a trial, that survivor's repair, healing and sabotage speed is decreased by 2/3/4 % for the trial.

    With this, you have the permanent aspect limited to the survivor hit. This gives an incentive to not tunnel as you want to hit the other survivors (at least once) and since the penalty is harsher on those that you already hit you are more concerned about those that are not already injured.

    The starting numbers are a bit lower than the current version but I think it balances out for the higher numbers once 2 different survivors are injured (they have 12% reduction and the other two have 8%).

    The reason I only ask for half the penalty for a dead survivor is that the current version does not impose a penalty for dead survivor. That makes me think there was a balance reason for it to be that way (as opposed to a flavor reason).

  • I was just thinking how all these things were affecting the immersion and how they are kind of needed for new players otherwise they would have a steep learning curve.

    I mean imagine not having the exposed condition and having to learn all the different ways that you can get one hit (actually you still have to learn about the huntress' hatchet and both chainsaw). Or just Ruin ...

    I do not think it would be too hard to implement and it would be a nice little something for the long time players that already know all these little things.

    If you really want to make it a "hard mode" you could in addition remove the survivors information in the bottom left so that you have to remember the number of generators that are done and need to keep an eye out for injured, downed and hooked survivors (or just run bond or empathy).