APoipleTurtle
APoipleTurtle
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Claudette.
All of her dark and earth-toned cosmetics should have their colors brightened. It's ridiculous how well she blends into virtually every surface on most of the maps. Combine this with the lower FPS on console and the occasionally-derpy latency and she can also appear to just "warp" off-screen and disappear completely.
Now that map lighting is generally being made much darker across the board, Blendette is gaining even more power. I'm scared to think of what could happen if she's allowed to reach her final form.
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Personally, I think Torment in general could stand to be buffed. It's basically just a lesser version of Plague's Sickness that allows PH to use the passive half of his power (Cages of Atonement and Final Judgement). I'd be fine with reworking the Cages a little too (since what's the real incentive to use them instead of saving Torment for Final Judgement?)
I would love if PotD applied Torment to make it a more present effect in most trials. BUT, I think they need to make Torment a better status effect and might also need to consider improving or changing the means by which survivors could de-Torment themselves.
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There's a different problem with this change though: now survivors can botch your Tome Challenge by DC'ing or self-sacrificing without being hooked 3 times. I don't see how this suggestion does anything to discourage tunneling either (it would actually probably encourage it even more).
Either way, they aren't about to change this challenge with a little over a week left in the Rift. Plus mori's are on the list to receive a future rework and we will hopefully also see the Devs attempt to address the heavy-tunneling strategy eventually.
With luck, the players still trying to finish this challenge may at least choose to play "Rancor Roulette" instead of going for the nastier options.
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@Pipefish said:
I think exhaustion would work better
I'd been trying to come up with a way that DS could work as an Exhaustion perk; therefore damaging it's synergy with other popular Exhaustion perks without actually hurting its viability for anti-tunneling (since you auto-recover from Exhaustion when hooked).
There's just one problem: some killers have Exhaustion-causing add-ons which could be abused to give these killers a "tunneling pass". So long as they use their power to apply Exhaustion before downing this survivor, the status would prevent DS from saving them from the exact situation that a lot of us actually want it to work in.
Alternatively, if we give DS the same "ignores Exhaustion but then inflicts it" like Adrenaline, then we don't fix the fact that other Exhaustion perks could be used BEFORE DS anyway and would effectively change nothing.
For Unbreakable, limiting it through Exhaustion would just feel like a clunky attempt to remove its synergy with DS. Especially since it's mainly DS that is construed as the offending perk.
As much as I wish Exhaustion could be the solution here, I just don't think it would work.
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Bringing these over from a different thread I'd originally suggested them in that unfortunately seems to have disappeared into the Fog (I'm so glad I save backups of my ideas to my computer). That thread had asked about possible perk ideas if a Chapter ever occurred for The Shining.
- All Work and No Play: No matter how many obstacles they place in your path, you will still catch your prey.
- Every time you kick a generator or break a pallet or wall, increase your movement speed by 1/2/3% for 20 seconds. All Work and No Play has a cooldown of 10 seconds and does not stack with other movement speed increases.
"Here's Johnny!" - Jack Torrence.
- Twinsanity: Powers beyond your understanding have loosened your grip on reality, but are you or your foes the more deluded?
- Every 30 seconds that you chase a survivor, gain a token up to a maximum of 2/2/3. While standing still, press the active ability button to consume one token and create a Husk identical in appearance to your killer which will last for 6/8/10 seconds.
- The Husk has no terror radius, red stain, or collision, but it's aura can be read by survivors. Survivors who pass through the Husk will scream and reveal their location to the killer for 3 seconds.
"Come and play with us." -The Grady Twins.
- Caretaker: No matter how fierce the storm, you will weather it and remain here.
- Any time that the survivors finish a generator, a fake terror radius of 16/20/24m will be applied to all generators in the map for 15 seconds. Survivors within 8m of the finished gen will suffer from a 10% hindered penalty for 15 seconds.
- If all generators were powered during a trial, you can see exit gate progress based on switch aura intensity and gate progress will regress at 100% the repair regression rate when a survivor is not interacting with a switchbox. Gate progress is 'saved' at each exit light; the gate's progress will not regress below the point when this light activated (25, 50, and 75%, respectively).
"Some places are like people: some shine and some don't." - Dick Hallorann
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With the upcoming buff to WGLF, I want No Mither to be next more than anything. It's a painful perk to use, and it always feels quite unfortunate to be on a team with anything running it.
It's funny and all as the only major "handicap" perk in the game, but I think it's high time No Mither was made less of a joke.
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While I don't personally agree with many of his opinions or know if he's an actual DbD streamer (and not just a content creator), Pain Reliever on YouTube is a self-proclaimed stealth-oriented survivor. He might be in the vein of what you're looking for.
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This challenge is worded to make it seem significantly harder than it actually is. You just need to accomplish all of those caveats while Devour Hope is in your build; you can finish this challenge even if Devour Hope is cleansed in the first 30 seconds of a match.
Best method is to use a killer that inflicts the Exposed status effect on survivors. I personally think Myers is the way to go, but you could use Ghost Face too. You could also use perks for this on other killers, but I didn't want to rely on things like NOED, Make Your Choice, Rancor, or Iron Maiden.
And then bring a mori (ideally just a green ivory mori, but you could use a red ebony mori if you want). Try not to get mori-happy though, or you'll have issues getting enough hooks.
Then just make sure you down at least two survivors who've been Exposed from your power or your perks, make sure you hook survivors at least 5 different times (so don't camp to encourage hook-saves), and try to hold off on using your mori until you finish the other requirements.
While unlucky map RNG or a really good survivor team may still crush your hopes and dreams for a trial, using a strategy more like this significantly cuts down on the Devour Hope RNG and makes this challenge feel much easier and less frustrating.
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This feels weirdly accurate actually. I'd maybe move Ghost Face up a tier based on my own experiences against him, but I don't really disagree with the other placements.
Not that people ALWAYS tunnel with the killers higher on this list, obviously. But I wouldn't feel super surprised if a tunnel-y player just happened to be playing one of those killers.
Big props to all the Pig and Demogorgon mains that usually seem to abide by the fictional "good sportsmanship code" regardless of how the match is going.
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While I too am a bit disappointed that none of Laurie's perks are being touched, I'm still pretty okay with the silver lining:
We're Gonna Live Forever is getting an actual in-trial effect.
It's a little thing, but I'm happy it's happening. Even if few of the other changes strike me as being all that substantial.
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I appreciate the dedication to collecting these stats and sharing them. While I definitely expected to see DS take top spot as the most popular survivor perk, it was quite surprising to see just how much lower Unbreakable is on the list (only used by ~10% of the survivors you encountered vs ~31.5% for DS).
It's also pleasant to see that some "off-meta" perks like Dance With Me, Botany Knowledge, and For The People are only marginally behind the strong Exhaustion and Second Chance perks (not sure how their popularity has changed since the last time you did this). Variety is definitely good.
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You can read it here:
As mentioned during the anniversary livestream, we are planning to add the Cross-Play feature into Dead by Daylight. As it is a topic widely discussed in the community, we are here to provide you with more clarity on our vision regarding Cross-Play / Cross-Friends and Cross Progression.But the general gist seems to be that you will link your account(s) to a BHVR account which should then be able to merge your progress across all platforms and then track it on all of them from there.
It should try to keep the best-progressed versions of all your characters. If you've got a P3 Dwight on one and a P3 Jake on another, you should then have both on all platforms you play on (provided they have Cross Progression support). If you have one character at different levels on both (such as a P1 Myers on one account and a P3 Myers on another), then it will keep the higher-leveled version of the character.
This is just my speculation, but it will probably also track all cosmetics you own so that you (ideally) don't lose any in the merger. This may even allow them to monitor which players earn special event cosmetics while they're available, so that these could possibly be returned in the future in the even any are lost to glitches.
All Shards and Auric Cells should merge. BP will probably merge too, but I don't know if they'll allow excess BP to overflow beyond the cap (so you might want to spend a bunch of it first, but we'll see).
Their team will presumably say more when this feature is ready.
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I was going to say something like "yadda yadda use Hangman's Trick", but then I remembered that it doesn't actually restore hooks broken by sacrifice anymore.
Wonder if they should bring that part of it back?
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I really just want them to rework Laurie's perks entirely. DS and OoO are obvious candidates due to how harshly a survivor team can abuse them, plus Sole Survivor is mostly junk. If they want to (carefully) make DS a basekit anti-tunneling mechanic, then sure. They could even remove the once-per-match restriction if they do it well.
I think a minor "toning down" of some of the other insanely popular "meta" perks would be okay (not to pick sides, but we have already been seeing this kind of treatment over the years with several of the killer "meta perks" like Ruin, BBQ, and soon to include Pop). Definitely nothing major though, just stuff like making Unbreakable's recovery boost deactivate after its primary effect is used in a trial (so you'd have it until you self-recovered, but recover at normal speed past that point) or reducing Adrenaline's Sprint duration to 3 seconds (instead of 5). Even then, I'd still say several other meta perks are completely fine and need little to no attention (such as Borrowed Time and most other Exhaustion perks).
Ideally with some of these perk kingpins stepped back a bit, they could see about buffing some similar perks to create a better array of options. We obviously have nothing comparable to DS right now, and Unbreakable makes all other slug-related perks look pathetic. I'd prefer them to make it be more of a choice between similar-but-different perks, such as the Bond-Empathy-Aftercare relationship or the Self Care-Inner Strength (plus Solidarity and Second Wind if they ever get buffed) relationship.
They could even consider trying to tweak some of them into a "one for all" style of functionality, where one player using the perk gives its benefits to their entire team. This already happens with Open Handed and to a lesser extent with Kindred and Aftercare, but what if perks like Buckle Up or Wake Up! did something similar?
It's important that the focus be on fun. But it would be nice if there was a better perk variety on BOTH sides than there currently is.
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@EntitledMyersMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1646533#Comment_1646533
For some reason I imagine Jake as a recluse.
David maybe, but not sure about Nea in the top tier as she's not as much of a fighter, just good at making a getaway. I agree with Ash though.
I saw Nea more as cunning. She wouldn't be a fighter, but probably more of a mastermind. She'd pull strings from the shadows and have a way out before anyone could catch her. She'd survive the Purge and probably be almost like a ghost to all who encountered her.
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The biggest correlation between the two roles is learning how to get around structures and tiles most effectively. Particularly when you're in chase (or being chased). Getting better looping or handling loops as one role can be translated into experience for how to deal with that loop as either role.
Another key correlation point: pallets. Learn which pallets are safe (or decently safe) and which are unsafe. Safe pallets pretty much need to be destroyed by the killer ASAP. They can either be looped infinitely (or close enough) or simply act as a chase-breaker by blocking off a hallway or other bottleneck. Unsafe pallets are pretty much only useful for trying to stun the killer, aren't really worth looping as survivor, and aren't really worth breaking as killer. For examples, most pallets on The Game are safe, most pallets on Underground Complex are unsafe.
Last one I've got, which loosely ties to both of the above points, is learn which windows are very safe. Because windows cannot be destroyed and can only be blocked, you should almost never chase a survivor at a very safe window (and as survivor, you may see killers frequently abandon you near these windows too). Probably the biggest and baddest example still in DbD is the "Fun Bus", where the middle of the bus is an open vault (not one of the raised ends). If you're killer and there's more than one survivor still alive, don't chase people at this bus.
Otherwise check out content creators to learn more. As @Slashstreetboy pointed out, Otzdarva is a great choice for learning killer tips and tricks. Scott Jund also has a lot of videos where he discusses what he does as he plays (plus some older informational videos).
And if you care about this kind of stuff on the survivor end too, you can't go wrong with Ussylis. He's been making survivor content, including several guides, for years now. Plus guys like Zubatlel and Ayrun, while they don't tend to actually explain or instruct a whole lot, are great examples of what very skilled DbD players usually look like.
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All fine and dandy, but I am pretty sure that Ash would already be an urban legend BEFORE the Purge began, and then would simply retain his status after he survives that too. I mean, he's been through worse and come out swinging.
David and Nea probably also have the brawn and street smarts between them to make top tier as well.
Also, Jake's a survivalist and Yui is a competent mechanic/driver. They might not become legends, but I'd say they both have an excellent shot of surviving on their own merits (without needing help from another).
I can pretty much agree with everyone else though.
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It's been eons since I last watched The Shining (too long, really), but I'll give it a shot:
- All Work and No Play: No matter how many obstacles they place in your path, you will still catch your prey.
- Every time you kick a generator or break a pallet or wall, increase your movement speed by 1/2/3% for 20 seconds. All Work and No Play has a cooldown of 10 seconds and does not stack with other movement speed increases.
"Here's Johnny!" - Jack Torrence.
- Twinsanity: Powers beyond your understanding have loosened your grip on reality, but are you or your foes the more deluded?
- Every 30 seconds that you chase a survivor, gain a token up to a maximum of 2/2/3. While standing still, press the active ability button to consume one token and create a Husk identical in appearance to your killer which will last for 6/8/10 seconds.
- The Husk has no terror radius, red stain, or collision, but it's aura can be read by survivors. Survivors who pass through the Husk will scream and reveal their location to the killer for 3 seconds.
"Come and play with us." -The Grady Twins.
- Caretaker: No matter how fierce the storm, you will weather it and remain here.
- Any time that the survivors finish a generator, a fake terror radius of 16/20/24m will be applied to all generators in the map for 15 seconds. Survivors within 8m of the finished gen will suffer from a 10% hindered penalty for 15 seconds.
- If all generators were powered during a trial, you can see exit gate progress based on switch aura intensity and gate progress will regress at 100% the repair regression rate when a survivor is not interacting with a switchbox. Gate progress is 'saved' at each exit light; the gate's progress will not regress below the point when this light activated (25, 50, and 75%, respectively).
"Some places are like people: some shine and some don't." - Dick Hallorann
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To clarify, hitting a survivor who is already affected by Deep Wounds still counts as a hit. However, this hit auto-ends the Frenzy (meaning it MUST be the last hit).
You effectively need to apply Deep Wounds to all 4 survivors with one use of Frenzy and then literally hit any of them one more time. Doesn't matter if the last person had mended or not.
Duration add-ons are key, but I'd also highly recommend praying that you get a small map and/or extremely altruistic survivors. Trying to accomplish this on Red Forest or Midwich is probably nigh-on impossible even with max Frenzy duration, and a survivor team that doesn't want anything to do with one another will add to that difficulty.
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Blight and Doctor would likely both star in psychological thriller/horror films. Blight would obviously lend well to the Jekyll & Hyde style of plot (where he becomes increasingly addicted to his powerful chemical creation, despite it gradually warping him into a monster). Doctor might start with good intentions (or have his bad intentions initially hidden) but wind up losing his own mind due to the "treatments" he inflicts on prisoners and peers. Both could ultimately be sent down the mad scientist route too.
Hag's would probably be like a mixture of SAW, Texas Chainsaw Massacre, and the plot of Until Dawn. She outlasts her cannibal captors by becoming a monster similar to them. She survives at the cost of her humanity and empathy.
Wraith would probably be a mix of Shock Horror (as a sort of movie about the evils of extreme discrimination) and later evolve into a gangster film and tale of failed redemption (when he goes to work for Azarov at Autohaven and eventually kills his boss).
The background info for Deathslinger could probably make for a fun Western/Outlaw film.
The background and tome info we have for Huntress could make for a fun Predator-esque film.
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@Exerath1992 said:
Where everybody going to see these upcoming changes? Can't find it anywhere.
There was a Developer Update released recently that details planned changes they are about to test on the PTB. You should be able to find it here:
@Peanits said:
https://us.v-cdn.net/6030815/uploads/K73VODWVFP2S/devupdatesep2020.png
Welcome to the September Developer Update, a series of blogposts where we discuss upcoming changes and features making their way to Dead by Daylight.
Chapter 16 Review
With the upcoming Mid-Chapter, we are kicking off a new initiative to review the previously released Chapter (the Killer, their Perks, and the Survivor’s Perks) and make any changes that are needed. The first to receive this treatment is the Silent Hill Chapter.
We feel that it is important to see how new content plays out in a real scenario before committing to balance changes. Something that seems overpowered upon release can end up being a non-issue once people have had a chance to play against it and develop counterplay. Likewise, something that might seem underpowered might find a niche once people have had the time to experiment with new builds and playstyles. Other times, the playstyles that crop up over time can turn out to be frustrating or unfun to play against.
With this in mind, we plan to review the previous Chapter once it has had a few months to simmer and address any issues or imbalances that may have appeared. This period gives us a chance to monitor how the new content is used and get a better understanding of how it is used (and how it can be abused) before tweaking things.
The Executioner Changes
From watching Pyramid Head matches over the past few months, we have noticed that many people will opt to only use his Punishment of the Damned attack at pallets and windows, where the Survivor is locked into the interaction and unable to attempt to dodge the attack. To address this and make gameplay more dynamic, we are making two changes.
1. Increasing the delay after cancelling Rites of Judgement before Pyramid can attack.
The reason for this change is to add a downside to cancelling your power at each pallet or window. Currently the Survivor is left with two choices: Vault the window/drop the pallet and get hit with Punishment of the Damned, or continue running and get hit with a basic attack. By increasing the delay before you can do a basic attack after cancelling Rites of Judgement, the Survivor gets a small window to avoid an attack (similar to the Huntress or Demogorgon).
2. Decreasing the delay after attacking with Punishment of the Damned.
Missing an attack with Punishment of the Damned can feel very punishing (oh, the irony). The cooldown after attacking is fairly long which gives the Survivor a lot of time to gain distance. By lowering the cooldown, you’ll be able to use your power more liberally without having it backfire as hard if you miss.
The goal of these changes is to move Pyramid Head’s gameplay in a more skill based direction which rewards aiming your attacks well rather than canceling your power or using it only in situations where you’re guaranteed a hit. We are not aiming to make The Executioner stronger or weaker overall, but rather to address some of the frustrations of both sides.
Perk Changes
We are happy to see that some of the perks from Chapter 16 have found their way into people’s regular line-up and niche builds, however there are three perks that we would like to revisit. These perks are:
Trail of Torment
We erred on the side of caution when releasing this perk; if the Killer is Undetectable too often, it can easily become overwhelming and start to overshadow actual stealth based Killers. After watching it play out, we are comfortable with giving Trail of Torment a buff.
The Undetectable status effect will now remain active until the marked generator stops regressing or until a Survivor is put into the dying state by any means.
This creates an interesting dynamic where the Survivors need to stop the generator from regressing to remove the Undetectable status effect. The Killer can use this to ambush Survivors, or use it to sneak up on a Survivor from an unexpected angle.
Forced Penance
Forced Penance has some interesting applications, but the duration seems to be a little low to get much use out of the Broken effect. We are increasing the duration of the Broken effect by 20 seconds across all tiers.
Blood Pact
Blood Pact’s Haste effect is nice to have but did not last long enough to see much use. We are scrapping the duration for the Haste effect and instead making it last indefinitely until the two Survivors are no longer within 16m of one another.
Miscellaneous Perk Changes
https://us.v-cdn.net/6030815/uploads/RB9FDZ1EAIA9/perkheader2.png
On the subject of perks, we have also prepared a package of perk updates for this Mid-Chapter. Like the perks mentioned above, we’ll go through and give a short explanation of each one.
Any Means Necessary
- Reduced cooldown to 60 seconds.
- Added a score event for resetting a pallet.
This is another perk that we erred on the side of caution when releasing. Resetting pallets can be a game changer and we wanted to make sure that it would not get out of hand. Upon review, we are comfortable with decreasing the cooldown to 60 seconds.
Cruel Limits
- Increased radius to 32m.
There were concerns with Cruel Limits being overbearing when the perk first launched, but it turned out to be a non-issue. We are increasing the range from to 32m (from 24m).
For The People
- Added a score event for using For The People.
Mindbreaker
- Increased duration of the Exhausted effect.
The Exhausted effect from Mindbreaker often ended up being too short to make much use out of. We are increasing the duration by a few seconds across the board.
Slippery Meat
- Removed Bear Trap escape chance.
- Added an increased chance to self-unhook.
Slippery Meat has found its way into some niche builds, but it is one of the few perks from back in the day that affects one Killer more than others (increasing your odds of escaping from Bear Traps). This is something we’ve moved away from recently, so we will be removing the increased Bear Trap escape chance from this perk.
To better play into the niche playstyle, Slippery Meat will now increase your chance to self-unhook in addition to giving your more self-unhook attempts.
Thanataphobia
- Removed heal speed penalty.
- Increased penalty on other actions.
Thanataphobia is meant to encourage the Survivors to heal in order to avoid the penalty from the perk. However, it currently reduces healing speed as well, creating a lose-lose situation no matter what the Survivors do. This prevents us from making the perk stronger as it would quickly get overbearing.
To address this, we are removing the reduced healing speed from the perk, but increasing the action speed penalty to compensate.
We’re Gonna Live Forever
- Added new ways to get tokens.
- Added increased healing speed when healing a dying Survivor.
We’re Gonna Live Forever is often seen as the Survivor equivalent to BBQ & Chilli, but lacking a secondary like the latter’s aura revealing. It can also cause Survivors to compete for unhooks, leading to people rushing in for hook saves before it’s safe.
By adding additional ways to get tokens, we hope to reduce the competition between Survivors. The secondary effect gives the perk more use within the trial.
Technician
- Increased the chance to prevent an explosion to 100%.
- Added an increased penalty to missed skill checks.
Technician is designed as a perk to help newer players and those who struggle with skill checks. There is, however, a random aspect to it as to whether or not the generator explosion will be prevented. To make it more consistent and play more into the learning tool aspect, we are changing the perk to always prevent the explosion, but adding a small penalty to progress for missed skill checks.
Pop Goes The Weasel
- Decreased the time the perk stays activated to 45 seconds.
Originally Pop Goes The Weasel had a 30 second cooldown, which felt too short to get much use out of. We later increased this to 60 seconds. This felt much better to use, but it wound up being a little too lenient and allowed Killers to find and kick a generator at their leisure, often after chasing and downing a different Survivor.
To add some urgency back into the perk, we are splitting the difference and changing the time to 45 seconds at tier 3. This way you’ll have enough time to get to the generator you want to kick, but you’ll want to kick the generator before committing to a chase with another Survivor.
Perk Rarity Simplification
Keeping with the theme of perks, a small change, but a noteworthy one nonetheless: All perks will now share the same rarities based on their tiers.
Currently, tier 3 perks can either be rare or very rare. This can make it difficult to find the perk you’re looking for since the perk list is sorted not just alphabetically, but also divided across two different rarities.
Going forward, perk rarity will match the tier of the perk:
- Uncommon
- Rare
- Very Rare
This makes it easier to find the perks you’re looking for in your perk list, and also makes it easier to tell what tier a perk is at a glance.
Graphics Update: MacMillan Estate
Last but not least, we recently showed off some concept art for the next realm to receive a graphics update. Here they are once more in case you missed them:
https://us.v-cdn.net/6030815/uploads/L0PRUZ7ZATDW/mme1.png
https://us.v-cdn.net/6030815/uploads/ERO1O5KHAB1V/mme2.png
https://us.v-cdn.net/6030815/uploads/DL0C9FFFE2FW/mme3.png
https://us.v-cdn.net/6030815/uploads/QEX2QX0Y4WDT/mme4.png
This concludes the September edition of the Developer Update. All of the changes mentioned above will be available for testing in the Player Test Build on Steam starting Tuesday, September 29th. We look forward to seeing what you think once you’ve had a chance to try everything out!
The Dead by Daylight team
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@angardia said:
https://forum.deadbydaylight.com/en/discussion/comment/1645469#Comment_1645469
https://forum.deadbydaylight.com/en/discussion/comment/1645471#Comment_1645471
so basically what you both saying that this perks are useless to solo survivors. and good for SWF who doesnt have to use perks like kindred.
you use them for the fun of running something other than the meta perks
I don't see how either of us said that these perks are useless to solo survivors. Several of them are great for survivors in general (solo or SWF) and a handful are mainly beneficial to solos instead of SWF.
The important part is that these perks are fun to use and mix up gameplay in more interesting ways than the meta strategy of loading up on second-chance perks. They aren't "useless" by any stretch; any perk will look pretty pathetic when compared against the strongest survivor options available like DS and Adrenaline.
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Is it an unpopular opinion to believe that Borrowed Time is just about fine in its current state? Heck, I'd even be okay if they buffed it a little by changing "within the terror radius" to instead be based on a fixed radius around the hooked survivor (maybe like 20-24m).
I'd like for DS to be reworked for sure, and maybe for Unbreakable to be toned back a little bit, but I generally don't feel like BT really needs much additional balancing.
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With Any Means Necessary, they were concerned that making it too strong would effectively double or even triple the amount of pallets available to survivors (since they could reset dropped pallets). That's why it's effect is so slow to activate and it had (and still has) an awfully long cooldown. It's a niche perk, and will likely continue to be so for the foreseeable future.
For The People is actually surprisingly popular. I do think it's a terrible perk, but I see people using it all the time in my games. It is kinda fun when it works.
Technician will be changed to be more of a newbie-friendly perk. Which is fine, besides the fact that it's still a teachable locked behind Feng Min...
We're Gonna Live Forever formerly had no in-trial effect. And now it's getting one. This is by far the upcoming buff I'm most excited for.
Visionary to Deja Vu is what Bond is to Aftercare. The first has a weaker but more consistent passive ability, the second is stronger but requires effort to make use of. Also, Deja Vu is actually a pretty decent perk for quickly establishing which gens to do to avoid 3-Gen situations, and both perks are nice to have on any of the indoor maps.
Desperate Measures is better than you think. A 14% buff to Healing/Unhooking PER injured survivor is very good. It's the counter-perk to Thanatophobia AND to Legion. It might become a staple perk in Medic builds, especially when paired with Botany Knowledge (and possibly with buffed WGLF).
Built to Last is bad with toolboxes, but great on flashlights and most medkits (not to mention how it can be combo'd with a map or Skeleton Key). Getting back 50% of your item AFTER using up the whole thing is kind of awesome actually.
Plus it's not like survivors have gotten exclusively crap perks after David and Bill were added to the game back in 2017: Breakout, Detective's Hunch, Tenacity, Head On, Dance With Me, Windows of Opportunity, Aftercare, Inner Strength, and the original version of Mettle of Man all remained pretty popular and/or fun options and came from the very survivors you listed, even if none of these are truly considered "meta perks".
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I have basically no idea where totems tend to be on Dead Dawg. That's mostly because I don't see that map much as survivor and just never figured out where they generally like to spawn.
Midwich hides the totems well, but it is another map where you get used to checking certain areas for them (usually in or behind school lockers/desks) and don't have too much trouble finding them. The hard part is getting around the map to check all the likely spots without accidentally running into the
KillerHall Monitor without my hall pass.Definitely use more of Detective's Hunch and/or Maps if you want to find totems more easily and get better at remembering where they tend to hide.
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Highly recommend getting Nemesis from Oni when you can. It makes all Obsession-related challenges much easier and also has fun synergy with most of the other Obsession perks (just not Dying Light or STBFL). You can skip Oni's other teachables though, they are nothing to write home about.
A popular strategy for the "kill the Obsession" challenge is Rancor Roulette, where you just keep swapping the Obsession at every opportunity with Nemesis and/or Furtive Chase until you start sacrificing them or killing them with Rancor. Because of all the Obsession-changing, this strat also tends to come off as less tunnel-y then more traditional methods of killing the Obsession.
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@TheStabbiNAngeL said:
In the concept of let's say plagues power if you're sick ,the only way to heal is cleansing, torment has the same effect in away you can't be healed unless you're sent to a cage that's you're cleansing, Torment doesn't apply any effect only and if you're caught at the final hook can you be moried, so why do you want to change his power you still haven't answered that question.
Why would you put his power on a timer if it's a vital point to send someone to a cage to save you time how about if never hit anyone with POTD and you're left with no option you down some in the pallet and you can't send them to a cage then what you take the stun and then repeat the process over. Everything you wrote negates anything he can do to bypass survivor perks,I just don't get it its a concept built only to tear away his core abilities very manipulative he's fine how he is ,he just needs better add-on funny you keep mentioning taking away his ability to preform final judgement, who's more concerned about that me or you .
I wanted to change Torment and the Cages simply because they basically don't do anything. You even said so yourself: "Torment doesn't apply any effect and if you're caught at the final hook you can be mori'd". Torment is even worse than Deep Wounds as an actual status effect when it could've been so much more.
If you've inflicted Torment on a survivor through PotD or RoJ (which remember, can be re-applied to increase their timer through my suggestion) and you STILL aren't downing that survivor within 60+ seconds, then you've been leading a poor chase and wasting your own time as killer.
The Torment Timer was to encourage and reward altruism from the survivor team (if they're constantly saving and healing each other, then they'll have a harder time trying to "Gen Rush" you). It's my opinion, but infinite-length status effects have no place in DbD unless one of the roles could arguably do something about it at any time (such as cleansing a totem or hooking a survivor). If PH only Torments one player, then they CANNOT become un-Tormented at any point until someone else is tormented, downed, and placed in a cage (which as we've already established, are a mediocre tool that a lot of PH players do not use).
And you're still on the wagon about "can't counter DS or BT anymore"? Also remember that sending a survivor to a cage does not involve picking them up. Caging a survivor ignores the context which activates DS. BT shouldn't be an issue either unless you were purposely trying to camp/tunnel someone in a Cage (since the cages pop up far across the map and all...)
And to be clear, I'm NOT removing his ability to perform Final Judgement. I'm simply asking that Pyramid Head have to use his Cages beforehand in order to earn it (which should be less of an issue if Torment can be applied through Punishment). It's primarily intended as a further incentive to use the cages rather than exclusively saving Torment for this mini-mori.
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I've said it before and I'll say it again: the real buff I want to Cruel Limits is to bring back its great development name.
Cruel Confinement sounds so much more intimidating and gets those alliteration bonus points.
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These were older masks right? Since as far as I'm aware Payday 2 doesn't really get new support or content anymore (at least not the console versions).
I would've assumed the DbD masks in Payday were a way for Starbreeze Studios (owners of Payday's dev studio and former publishers of DbD) to promote Dead by Daylight at the time.
If Payday 3 ever emerges on the horizon, I could see this kind of crossover happening once again for DbD to try and promote a new Payday game. But Starbreeze is no longer a common denominator for Payday and DbD, so best I can say is maybe.
Definitely agree that some cosmetics in this vein would be welcome either way.
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@TheStabbiNAngeL said:
https://forum.deadbydaylight.com/en/discussion/comment/1642799#Comment_1642799
But all of the suggestions only makes him less viable ,and only increases quote on quote more fun for survivor's, so what he can apply ROJ on hits ,only for and if you get away to start the process all over again, then you completely take away his ability to be able to final judged,That's what makes him unique as a character.
Not only do you want to change his power but you claim he has a tunnel ticket only because he can bypass two perks which are currently the strongest perks in the game so don't act like you're doing Pyramid Head a favor it's, subtle but you're definitely making him unplayable and unfun for killer side.
This seems like it was all cultivated to take his ability to take awasy BT and Ds and his mini mori as you put it it's you're last hook,how you die doesn't matter and you need to grow up.
Once again, that was literally only one of many suggestions that I made (not even one of the bigger ideas) and it stemmed from the original reason BHVR nerfed the Cages in the first place: many PH players WERE using this portion of his ability to freely tunnel and remove players from the match early.
- You have still yet to explain how having more ways to inflict a stronger version of Torment would weaken Pyramid Head.
- You have not created a convincing argument why Cages that would actively keep one survivor from being able to work on gens or other side objectives for a decent amount of time (without requiring any extra camping or defense) would weaken Pyramid Head.
And frankly, it sounds like your complaints are entirely hedged on the notion that "These suggestions would prevent me from freely countering DS and BT or potentially getting an easy mori, which means I'll definitely be punished if I try to tunnel someone off the hook now". Sorry if that's not where your negativity is coming from, but that is very much what it sounds like.
Once again, the goal behind my brainstorming was to try and find ways that Torment and CoA could be made into more interesting and present game mechanics than they currently are (because these tools add virtually nothing interesting to PH or to gameplay in general). Cages progress the sacrifice, so why shouldn't they also be considered hook actions? Final Judgement is an extension of the Cage mechanic, so why shouldn't it be more heavily tied to them?
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Cork Stopper with the Solvent Jug. Being able to reload in a hurry and easily cancel out any and all Exhaustion perks has traditionally worked quite well for me. Plus both are Uncommon add-ons, so this is a cheap and easy combo.
I like both of these add-ons more than most of his rarer ones, though I do sometimes swap the Jug out with the Flask of Bleach for that lil' bit of extra Hindered.
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Leatherface (or any of the licensed killers really).
For in-house killers I like Nurse's default most, though she also has excellent alternative cosmetics.
Felix or Ash on the survivor end of things.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/1643197#Comment_1643197
Thanks. 17 is now 20, by the way XD.
Y'know, I still stand by #17 regardless
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10/10 for #7 and #17, by far my favorite points on your list!
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Now that we seem to be past the Interaction ("Hook") Bug, I'm having a lot more fun playing killer again. Even considering mixing it up and trying to improve at some of the killers I hardly ever play.
Now if we could just do something about the other hook bug that allows dying survivors to crawl under their hooked teammates... Like letting me drag 'em back out into the open by their ankles.
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Almost wonder if it would have been better to just have perk names override rarity in the inventory's sorting system (as in perks always appear in alphabetical order regardless of their color). It'd be a multicolored mess visually, but it would still be multicolored.
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If I'm planning to go for some risky or stupid plays, possibly to accomplish a Tome/Ritual Challenge, then I may not run a BP Offering for fear that I'd waste it. I also ditch them on matches where I'm highly suspecting the killer will run a mori (such as when one of my teammates has a key).
These days, it's mostly been because the main survivors I play are actually out of BP offerings. I still have plenty of add-ons and all the perks on them, so there's not been a good reason to dump more BP into them just to get more offerings.
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It's not. But on the bright side: Huntress will be getting an add-on rework at some point (and Iri Head will probably cease to exist as we currently know it) and mori's are also planned to get a future rework.
The unfortunate reality is we aren't in that future yet.
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I'd be okay with the multi-rarities returning on ONE occasion: if the Perk Inventory was adjusted to display all perks in alphabetical order regardless of their rarity.
Otherwise, the upcoming change is one I've been hoping they would do for a while now to improve navigating the inventory. I don't really want to return to the old messy system of sorting by name AND rarity again.
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@TheStabbiNAngeL said:
- In addition to the barbed wire trails, the Torment status also makes your survivor's breathing and grunts of pain 15% louder (like a mini-Stridor). Failing a skillcheck of any kind while tormented will make your survivor scream and inflict Blindness for 20 seconds.
- Torment can now be applied by a successful Punishment attack in addition to Rites of Judgement trails.
This is all you given the killer and once again putting the power back into survivor's hands ,the second one is terrible and will imo take away the fun in his power ,you literally just making where survivor's will get a free chance if the killer doesn't apply the standard rules of this ,you already have to be hooked twice for final judgment and tormented, which survivor's seem to avoid pretty easy,you're basically giving cages built in camaraderie,which isn't fun to either side so you cant interact with a cage for 30 seconds, giving the player ample time to find the cage and chase or camp it ,dude pyramid head is find how he is he just needs some better common and uncommon add ons.
Not to mention they already nerfed his cages @APoipleTurtle
So:
A - Pyramid Head's power was NEVER in the survivor's hands. I think you've somehow mixed him up with Plague.
B - Nothing I've said gives survivors complete control over this power. I just suggested some ways for them to alleviate the effects through skilled play and altruism. Altruism encourages good teamwork from survivors and creates more interactions with the killer (meaning it is a great thing to emphasize).
This would be a buff to Torment. It is currently an absolutely pathetic status effect right now that realistically serves almost no purpose beyond Final Judgement (or getting an unpunishable tunnel-hook). This allows you to apply it by using the Punishment attack in addition to making it more heavily punish survivors affected by it. 60 seconds is a generous timer too. If you Torment someone you're chasing and literally can't down them within 60 seconds, then you've messed up somewhere as the killer.
My changes to the cage were to make them a more desirable tool to use and you seem to have misconstrued the buffs. The survivor is "Locked Down" for 30 seconds or until they finish the (still not thought of) skill mini-game to "Unlock" themselves for rescue. They cannot be rescued or self-sacrifice during this time, but the hook state timer will still wind down (meaning at worst, there would only be a 30 second window to save them after Lockdown). Plus once again, Pyramid Head would be able to direct where the cage would go. I left the other nerfs in place so that he couldn't abuse this to camp/tunnel super easily.
I tweaked Final Judgement to force PH to actually make a real effort to use it. Most Pyramid Heads like to torment a survivor once at some point in the trial and never cage them so that they can be tunneled and killed right off of their second hook (literally as a build in mini-mori). Final Judgement is a great ability, but it would need to be toned down in some way if they ever made Torment easier to apply.
This is a "buff Pyramid Head" thread and that's what I suggested. He's at an okay power level as a killer, but kind of bland to play and not particularly fun to play against (he's basically just a weaker equivalent of Freddy). Maybe he's "fine as he is", but why can't we try and make him better? Why leave him at "fine" when he could be "great"?
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I'd personally say Wraith or Oni, they are both really fun (and Oni is pretty powerful once you get the hang of him).
I think Freddy is really boring on both ends, but he's very strong for how ridiculously easy he is to play. He may be the best killer for learning the ropes (and doing many of the Tome Challenges), but I hardly use him beyond challenges and rituals these days. If you already feel like a pretty decent killer player though, I'd pass over him for someone with a more entertaining power.
I don't like Ghost Face, but there's plenty of neat gameplay to work with there if you like Wraith (or Pig or Myers). More importantly, he has the perk I'm All Ears, which is really good on Pyramid Head. Plus Thrilling Tremors, which is nice.
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@TheStabbiNAngeL said:
https://forum.deadbydaylight.com/en/discussion/comment/1641880#Comment_1641880
These are all negatives to the killer,and would make his power even more difficult to use and pointless
Explain how more frequent application of Torment (meaning more opportunities to use Cages) along with minor control over Cage vicinity and the ability to guarantee a survivor is out of play for at least 30 seconds is negative for the killer? Plus you gain back hook perks from cages (and PH loses his free tunneling ticket) and wouldn't get Emblem-punished for using your power.
Literally the only things I added that should be construed as nerfs are the Torment Timer and the minor restriction on Final Judgement.
I don't see why this would make him more difficult to use either, these are mostly just minor embellishment-buffs to some of his other abilities. I didn't mess with RoJ or PotD at all (y'know, his main active powers).
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So far only PotD and the lack of RoJ cooldown has been discussed.
Just to mix things up, let's see how we could remix both Torment and Cages of Atonement while we're at it. Here's a few considerations I've brainstormed so far:
Torment:
- In addition to the barbed wire trails, the Torment status also makes your survivor's breathing and grunts of pain 15% louder (like a mini-Stridor). Failing a skillcheck of any kind while tormented will make your survivor scream and inflict Blindness for 20 seconds.
- Torment can now be applied by a successful Punishment attack in addition to Rites of Judgement trails.
- Torment lasts for 60 seconds by default instead of an unlimited amount. Stepping on a Judgement Trail or being hit by a Punishment attack while Tormented will apply an additional 30 seconds of Torment to the Torment Timer (cannot exceed 120 seconds).
- Torment can be reduced through altruistic action. Safely rescuing a survivor from a Cage/Hook or taking a Protection Hit for another survivor will increase Torment recovery speed by 100%. Fully healing another survivor will increase Torment recovery by 50%. Torment recovery is capped at a maximum of 200%, which would shorten 60 sec of Torment to 20 seconds (or you'd recover from 3 seconds of Torment every second at max recovery speed). Becoming Re-Tormented removes all Torment recovery boosts.
Cages of Atonement (and Final Judgement):
- Pyramid Head can loosely control where a caged survivor will be placed by facing that direction before initiating CoA. All the existing mechanics that randomly move a cage if PH gets too close remain in place. Cages also hide the aura of the survivor inside from the killer.
- Cages of Atonement are changed to be considered Hook Actions. Meaning they can activate hook perks and count towards the Devout Emblem.
- A survivor who is caged is "Locked Down" for 30 seconds. During this time they cannot be rescued or sacrificed. *Insert more interesting mini-game than skill checks or button mashing here*. Survivors who perform well in this mini-game can reduce the duration of their "Lock Down".
- Final Judgement cannot be used on a survivor who had not previously been caged within the trial. If this survivor is on their final hook, they cannot be caged and must be hung on a sacrificial hook.
But these are just a few suggestions I came up with in a few minutes of thinking about it. They obviously aren't the end-all be-all of improving Pyramid Head's "fun factor", but they'd hopefully accomplish my goal of making Torment a more interesting status effect and making the Cages both more valuable and less exploitable of a tool.
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@EuphoricBliss35 said:
https://forum.deadbydaylight.com/en/discussion/comment/1641291#Comment_1641291
i know Not Queen and the devs threw this idea out. IMO, that’s just laziness. We need a new item, not event items made standard
I'm more talking about making a new item tree out of these event items. The Firecrackers are fun and could be used as the basis for developing a new item tree with new add-ons just for these items.
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I'm also on the "let's NOT give the survivors guns" bandwagon, but appreciate the thought you've put into this idea nevertheless.
I think a better path for this kind of concept to take would be by making the Firecracker event item into a standard fixture of the game and expanding it to include its own item tree with add-ons.
This could be done by changing the individual party poppers (that are spent on use) into boxes of the things with a set amount of charges (allowing the box to be depleted without destroying the item).
I think these would be a nicer fit for "fighting the Entity" and whatnot. Heck, they could even make one of the rarer versions of the Firecracker into a literal flashbang grenade (if it worked for Alan Wake, it'd probably work here).
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As an aside, that Isolation Room gen is one of the best gens to leave for last on Hawkins.
It's so far away from all other gens (mainly due to verticality) that it is quite annoying to defend as any killer who isn't Trapper, Hag, or Demogorgon.
The Portal-Room gen is also good to leave for the late-game. The drawback is that only a single survivor can do the Isolation gen, while the Portal gen may be played so that only 1-2 survivors can work on it (though the latter has better placements too).
Either way, both are on opposite ends of the map and way up high where it's easy to see most killers approaching.
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He has very high mobility with good control over it and a speedy recharge, which almost automatically makes him a strong killer.
I'd say he's slightly worse than Oni (due to Oni's high mobility and lethality in Blood Fury), but slightly stronger than Hillbilly (because Blight has similar mobility with far better control for chasing and applying pressure).
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I know they want to have some kind of interactive struggle phase for the survivors, but it would fix so many problems if it was made to not be so:
- No more dying because a lag/latency issue misread a survivor's input and inadvertently finished the sacrifice
- No more being sacrificed because your struggle button ceased to function
- Survivors would no longer be able to self-sacrifice themselves early (this would be big for a lot of players)
And probably other things I haven't considered yet. Though I think the Devs may have mentioned previously that they are considering how to improve this hook stage (there was a survey about it at one point), so we may see some meaningful changes within the coming months or year.
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I could see Ash trying to turn the Demogorgon into a pet. It'd be a weird lookin' dog, but why not?
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@unluckycombo said:
I mean, doesn't that literally just put it in line with Billy, Demo, and Oni? If I remember correctly, they also break pallets and walls at the same speed as other killers with their M2...
I'm pretty sure using a Chainsaw or smashing it with the Kanabo (using an attack, not the interaction) is faster than a standard pallet break. The catch is that these powers either require wind-up time (Billy & Leatherface) or have a lengthy charging process leaving them infrequently available (Oni).
Blight has virtually no wind-up, a fast recharge, high control, and can quickly catch up to survivors after breaking a pallet (like Spirit and Oni can). He's roughly in-line with Demogorgon for pallet-breaking, and it would probably be way too strong if his power broke things faster than normal.