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  • Whatever the maximum value is added would need to be the default, only with the option to reduce your FoV from that default value.

    @sanees said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3331139#Comment_3331139

    you overestimate the FOV, 80 or 360, the killers will not catch faster because of this, the killers, as it took at least 30 seconds against shift w, will still be required, but if the killers increase the FOV, the survivors will start crying and get some more significant buff

    so in the end it will make life worse for killers

    The concern lies more with tracking survivors after/during animation locks and around corners… Misdirects.

    That being said Tiles should have more misdirect potential with opaque passable terrain than just corners anyway. (Think bushes/sheets/corners with no global illumination)

  • So long as there is a short 0.5-1s “ready-set-go” animation preparing for a sprinting start, to lessen the effect in loops.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3325885#Comment_3325885

    It's a loophole for their new policy. I'll happily eat my words if they do come back and can be purchased with Shards.

    We'll see how they use that loophole.

    4 weeks wait to purchase something with shards instead of Money is something that a lot of people can usually wait for (nor should it be too long to begin with if you do actually want players to spend a currency that represents their time investment in a game).

    Limited Time cosmetics is their loophole that can be used to bypass that "customer loophole" while conveniently taking advantage of FOMO.

    But we'll see if its use is to intentionally permanently prevent things from being sold for Shards or if it's secondary purpose is to extend the period in which they're not sold for Shards too.

  • @Decutor said:

    The worst part is, because of the promised process of making all skins eventually Iridescent Shards, ALL new skins started releasing in Auric Cells only. Meaning these FOMO skins will never be Iridescent Shards.

    If those skins (that were already in the store once) don't have a Iri Shard price the next year's release, that will be problematic.

  • @HamsterEnjoyer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3325068#Comment_3325068

    They give that "its not down to us!" Excuse quite often. It's getting tiring when companies clearly don't care especially Xbox -> Microsoft store or even Xbox -> Steam, both of which are perfectly fine with crossplay. My bets are either

    1. They wont do it because Sony won't approve it and they don't want the rage of the playstation fanbase being 'left out' so now no one gets it
    2. They wont do it because it earns them more money for people to restart all purchases from scratch as well as inflating player count since then people have to play longer to grind for their stuff back.

    When it comes to 3rd party hardware and licenses, it quite literally isn't just up to them.

    Odds are they have to also talk to all of their existing IP license holder collaborators (which this game has a significantly higher number of) and get them on board too, depending on what kind of contracts they created earlier on in the games lifecycle. (And to make sure they don't cause any bad blood that may make future collaborations harder to achieve).

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3325068#Comment_3325068

    We have BHVR accounts which are currently used for Cross Progression between other platforms.

    Cross Progression is not solely down to ourselves.

    Ah, gotcha.

    That’s a bit unfortunate. You’d think that reducing 3rd party sunk cost fallacy would assist in movement of players to purchase 1st party exclusives all around in greater volumes.

    Could be weird intricacies with IP licenses holders wanting to double dip, but that would likely be less lucrative than the influx of new/returning players exposed to the market thanks to a greater ease of access.

  • @HamsterEnjoyer said:

    Insane to me Xbox -> Microsoft store isn't done yet. I feel like its an intentional hold back but who knows Ig

    Until BHVR has their own mandatory login for all players that they hold on their own database (A BHVR account), cross progression would be a pain in the arse and likely prone to errors.

    They do have BHVR accounts but as far as I’m aware it’s still basically in “beta” testing.

    Not sure if they’ve given up on that front or not though.

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3324796#Comment_3324796

    Game was pretty goofy overall and it had some near genuine infinites so there was rarely a need to fool with the walls.

    Hmm, yeah, looked it up: "Gold Express".

    Though I think I see what you're talking about, The top section being present without the bottom section allows the Survivor to slide under but not let the Killer pass through it.

    That's more akin to a Dropped Pallet than what I'm suggesting with this "Guillotine Vault".

    This suggestion would be more akin to an Extractor seeing a Double-tier wall on match start in "Golden Express" and then removing the Top Section so they can use the Vault (With the theme of opening something rather than removing something). And then the Killer can choose to Block that Section again permanently (with the theme of destroying something).

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/361689/would-you-interact-with-a-guillotine-vault-in-a-loop

    This was one of the core elements of one of the DBD clones that had a bit of "hacking". I think it had gold in the title. So while this is a creative idea it is not exactly "new".

    Survivors could open bottom wall segments to create a slide effect and killers could close them or remove both wall sections.

    Did the Survivors in that game end up just making the opening whenever they came across them like Breakable Walls, or did any strategy come about where they'd wait till later in the match to open that route?

  • Would be good to standardize it, yeah.

  • Canadian labor laws most likely. Meaning devs aren’t worked to the bone and recycled once they burn out.

    Though I’m all for it.

    (Referring to employees as ######### “resources” pisses me off).

  • @squbax said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3324241#Comment_3324241

    If the team is good and repairs gens in a strategic way, you can make the last 2 gens hell to patrol, thr fact that the majority of the playerbase still doesn't do this is baffling.

    Yep, partly because you have the time to draw the Killer away from those generators in long chases because of the amount of resources at the start.

    Though the Killer could just forgo chases and just protect the three Gen to begin with, playing a game of attrition. That part is still a bit problematic.

  • The game as it is now is balanced around the last few generators being the most difficult to repair given the Killer has less to patrol.

    Generally speaking as Killer you’d also want enough resources to have been wasted by this time so this patrol has quick chases and subsequent downs can be placed in the shorter patrol route, which feeds into the above.


    It would be interesting to see how the game would play out if Survivors had less resources to start with, and could build resources to a limit over the course of the match.

    Might make the start less pressuring for the Killer, but also allow Survivors to recoup lost resources to make the chases harder at the end.

  • All those changes at once is excessive and the effects themselves are stat sticks on existing actions.

    Ironically they also have no immediate interaction with the Killer whatsoever.

    I’s suggest workshopping an effect that’s one sentence, eg: The Killer and The Obsession see each others Aura after every Hook or completed Generator for 4s.

  • @YOURFRIEND said:

    Hold W. Leave tile.

    Kinda the point?

    Hit Center, utilize scratch mark suppression, and hold W in a direction the Killer hopefully doesn’t notice.

  • @RainehDaze said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323680#Comment_3323680

    It's not enabling mobility, there's basically no reason a Killer would ever not break it. You'd need to stack like three perks to have a fast enough vault to care. Breaking is always the better choice.

    And no, Survivors opening breakable walls is a terrible idea. Some areas are only playable whilst they remain walls (I think Badham), and it completely messes with the logic of how The Game is meant to work (now there'd be no more dead ends before gens are done, which super screws the balance).

    I’d say being offered a choice but never taking it hits a bit differently, but it is splitting hairs in this context.

    Regarding doors I was more thinking how it might be implemented as some kind of directional pallet (though the more I think about it the more it just becomes a complicated pallet with just offset stun and interact zones)

  • @CheesyBabyBoi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323836#Comment_3323836

    I dunno. If you a provide an example of where this is important maybe youd change my mind but that seems like not an important or reasonable game mechanic, especially if thats the only case where its a good thing

    Perhaps the uncertainty of information is important given it’s a game with a horror aesthetic?

  • @RainehDaze said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323302#Comment_3323302

    No, I mean it mean Killers now need extra button assigned to making a choice with a prop, which would normally be reserved for their power button. That's not great; it starts to make the control scheme overly complicated (and it means that the usual break/vault both being on the same key isn't true any more).

    Or we enter silly "swing at map elements" land again.

    Not to mention, uh, this is still just a pallet. Without the stun.

    Hmm, could just make it so that when the Killer Vaults it, it will Break it. Would keep the controls the same. But then it would mean the Killer would need to commit to going to the other side of a now unusuable Vault and have to backtrack if they wanted to close it in the first place. Could be an interesting incentive to not Break it immediately if they stumble across it but...

    Could do tap to Break, hold to Vault (evocative of easy to destroy, harder to not)

    I'd rather not take advantage of the button mapping Dead Hard uses.

    And while it may be silly, a Basic Attack to Break is thematically appropriate while being able to use another Button without functionality loss.

    And yeah, while the decision to break it or not is the same as pallet (is it inconvenient or not, it usually is), it is a bit different in that it's enabling mobility for both sides instead of just blocking mobility for one side.

    @mr_Beast_Artist said:

    https://forums.bhvr.com/dead-by-daylight/discussion/361689/would-you-interact-with-a-guillotine-vault-in-a-loop

    You just need to let the survivors open the doors that the killer breaks and this will just solve the issue with when the killer corners and waits for the collapse, just about the passages that the killer never breaks like doors on the school map from the game silent hill. I will even say so! I saw that there is a passage when I played as an assassin and broke the door for interest and found out that there are more passages from the 1st floor to the 2nd floor. It was still on the release of this map ahahah how many years have passed and the problem has not yet been solved with the validation of doors and their randomness

    Ah yeah, Breakable Walls. Those are still a bit weird. It would be interesting if Survivors were able to open them.

  • @HeehoRacketeer said:

    I cannot understand why this is a problem. Both perks are useful since they are info perks, but not only that, tile info perks. Survivors and Killers are both given the chance to plan around tiles with the info granted. As such there is no need to turn a passive perk into an activatable perk for arguably less of an effect. As for the parts you added to each perk:

    The secondary effect you gave to Windows is made redundant (and kinda less useful) because Feng's perk Alert grants the killers aura for a couple seconds every time the killer performs a "breaking" action (meaning destroying pallets/walls and kicking gens). I don't know about most players, but I'd rather have the direct info of the killer's location, rather than a generic bubble.

    Granting the killer 10 seconds of undetectable kinda rubs me the wrong way in terms of being too powerful for the condition of "just starting a chase". Not to mention that it feels a bit random with it's inclusion. It's a good condition to have, but to only have it at the start of a chase because you started a chase and only for 10 seconds doesn't sound too useful.

    I do not see any sort of issue with either perk and do not understand why you wish to change them in this manner.

    Secondary effect for Windows is more to emulate the "Killer broke pallet at X location" SWF callout. Not supposed to try and be more beneficial than Alert.

    For Zanshin, it's more about the Stain Suppression in high-wall Loops that can be hit or miss on how quickly you try to use it than being Undetectable for other Survivors. But I certainly see how a high mobility Killer could take advantage of it or simply attempting to manipulate the chase state with camera direction. The durations are also somewhat arbitrary.

    And you don't see any issue with a useful Tile info Perk being active all the time even while out of chase allowing Survivors to easily plan how to chain nearby Loops given the 32m range while sitting on a Generator?

  • @SkeletalElite said:

    Neither of these perks are a problem.

    People who think these perks are a problem are like kids pushing trash under their bed instead of cleaning it up.

    It doesn't make the trash go away you just can't see it.

    If you're getting looped strong tile to strong tile very effectively by someone with this perk, just imagine how much more painful it would be if they did the same exact thing while running a perk that actually does something. They could run OTR, deli, DH, or adrenaline in that slot, loop you just as well by memorizing where the loops are at or having their team call out a busted setup on discord.

    Windows/zanshin just lets you see the problems that map balance creates easily, it doesn't put them there.

    My problem with these Perks is that they are always on allowing you to plan routes up tp 32m away while doing something such as repairing a generator (Or to a lesser extent escape paths to and from a Hooked Survivor on both sides)

    Making them less about helping you in chase, and more about helping you plan an optimal route while not in chase and doing an objective.

  • @YOURFRIEND said:

    Not really enjoying the "windows needs nerf/change" meme going around.

    Even if it’s a meme it doesn’t change that it reduces Tiles down to a much more formulaic, instead of an emergent, approach with its front loaded and persistent information.

  • @RainehDaze said:

    Killers don't really do interaction choices. This seems kind of bad from that front.

    For the Killer in essence it's akin to a choice like a Pallet, but a bit less restrictive for Killer movement by allowing the Killer to Vault it as well.

    It's a non-loop-able Wall Section until a Survivor makes the Choice to turn it into a Vault, and if that Vault turns out to be problematic, the Killer can Break it back to being a Wall (That can't be reset)

    But if they don't care or their Power/Perks circumvent or benefit from it, they can leave it. Generally speaking you could just always slap it when you see it. Just that it won't always be up at the start of the match given it's up to Survivors to set it up in the first place. (If it's even there).

  • It also means that it would stack with other Haste Effects. Not sure if I'm a fan of that, especially for such a large AoE that can reach through walls.

    Though Survivors should have some kind of effect on them to indicate when they have a Haste Effect.

  • Might want to refund or only apply Exhaustion once the Endurance kicks in though, so you don’t get Exhausted on the ground.

  • Sounds like it could work, and could be relatively quick to test.

    While also making it more about predicting when the Killer will swing even when not being a script.

    (As I kinda assume that DH is validated more in the survivors favor at the moment.)

  • The optics changed (with a nerf to some of its interaction with the survivor actually becoming intangible before).

    The dash for distance was replaced by Endurance for distance, but this time the Killer can get a hit in.

    It’s effectively the same with a higher skill floor and slightly lower ceiling.

    Much as it can annoy me though, I do think it’s a perk that provides a lot of agency in when it can be used, and don’t think it should be nerfed just because it’s meta (cough Self-care)


    Really the only way to nerf it is to allow the Killer to perform a committed feint of some sort.

    Or introduce a Perk category that empowers a Killers chase after a hit for a short duration, which stacks. Meaning that several hits in short succession makes the Killer quite lethal.

  • @wydyadoit said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3321286#Comment_3321286

    yeah. that's basically the goal anyway. to avoid the bs "hiding in plain sight" issues that the current chase mechanic can't distinguish.

    "hiding in plain sight" - What issue do you refer to?

    If you mean that a Survivor can be around corners in a loop for a decent amount of time and drop chase in that regard, why not just increase the duration on the out of line of sight end and remove the camera angle cutout (with the excuse that the Killer can still hear footsteps)

  • @wydyadoit said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3321227#Comment_3321227

    I would like to do away with the crutch if at all possible. I think the initial movement speed advantage 4.0 vs the y variable should be enough unless stunned or the survivor uses a crutch. i dont think killers should have crutch mechanics for chase mechanics as it makes it so they're weaker than survivors initially. i personally think balance wise it would make more sense to force the survivor to use a crutch mechanic - such as an exhaustion perk in order to avoid a chase. The main focus should be on gens and hiding for survivors. Chases should benefit the killer to some degree.

    As far as how that would be achieved - it would require some more standardized dimensions to the pallet and vault system, but i do believe that it's possible to still allow for some that are varied slightly while still maintaining fair gameplay. it might make the game slightly more predictable or more boring than having the bizarre useless loops and "god pallets".

    then grant blood thirsty buffs as they're earned from stuns or whatever.

    As far as ignoring everything up until the first melee attack - yes, i realized the issue there. I just forgot to come up with an alternative because i'd gone so far with the rest of it.

    My thoughts are that there are really 2 options. A targetted system - which might ruin immersion - or a trigger system - which is similar to the melee attack initiating a chase.

    in some ways I don't actually mind having everything that leads up to the first attack being ignored. First stun or first attack either or.

    But for the sake of simplicity maybe the best version would just be a system similar to ghostface's reveal mechanic. 🤷🏻‍♂️

    Utilizing Ghost Face's Reveal Mechanic to essentially fill a "Chase Meter" on a Survivor that can hold up to 8s and plays into how you gain Bloodlust could help with advocating for "Eyes on". Filling the Meter to Max on hit (in the case of things like Corn or finding a Survivor that is hiding in a Bush that obscures LoS) might be a way to approach it, and of course having a maximum distance it can trigger.

    This Meter might or might not be shown to the Killer, and may or may not be included in how Bloodlust builds.

    But it does sound a lot like the current criteria, just with a more natural feeling falloff and perhaps a more accurate start (in the case of Corn)

  • Though I would suggest allowing the Killer to keep Kicking the Generator until it loses all Reinforcement if they so choose. (Being able to Kick Regressing Generators if it’s currently regressing the Reinforcement)

    Would also need to figure out how to represent visually a generator that is regressing while reinforced versus regressing while it’s degrading.


    Maybe a regressing Generator that still has reinforcement only sparks intermittently (compared to the constant sparks as it is now), and can be repeatedly Kicked to apply a % chunk to to the reinforcement until it starts to spark constantly and the Kick Interaction is disabled.

  • This could also be used to mostly eliminate the speed boost increase from Great Skillchecks on Generators if they instead applied Reinforcement instead of additional repair progress.

    This allowing for more play with Skillchecks with Perks and Items without needing to worry too much about the high-end impact on the potential for more progress.

  • Bloodlust is an unfortunately nicely named mechanic whose actual purpose is to make sure a Killer player has a crutch to always get a hit in.

    You need to figure out a way to insert that same crutch into whatever rage mechanic you think up, be it inside the same mechanic, or in a new one.

    While the Chase criteria you provide is highly precise (when the Killer hits a Survivor, they are for sure in a chase), it is horribly inaccurate, as it completely ignores any attempt to get that initial hit in, in the first place.

    Though I can see a Chase change its state after the first hit, such as enabling a passive rage mechanic gain after this point, designed specifically for M1 Killer gameplay or a Perk mechanic that functions off of spreading out hits.

  • @arcticgirl36 said:

    @AssortedSorting, I dont think legendary items should show up in bloodwebs. You should have to find them in game.

    Also, I think we have established in this thread that legendary items should not be super OP, but rather something fun or interesting to use to make the gameplay more enjoyable.

    Which is why I added the possibility of making them only obtainable through conversion in The Basement. (I think the Four Hooks are called the Shrine of Sacrifice?)

    Bring the right combination of Items, take them to the basement, confer with the eldritch energies of the Shrine of Sacrifice and it eats your equipped Item and plops a tainted item on the ground.

    I don’t think the effects I suggested are too powerful, considering the time needed to actually go to the basement and the addon requirement limiting what you can do with those Items before hand. (Albeit the key ring should be changed such that you cannot channel with it, it just passively shows nearby Survivor Auras)

    And the challenge would be to try to escape the Trial to keep the Item. (Or take advantage of how the White Ward works)

  • Most people that played Ruin specifically more or less just wanted Passive slowdown and complained when it popped too early. As long as it's passive I don't think it should be more than a middle strength Perk.


    Thana double-dipped Gen Slowdown with Healing Slowdown (As in, to circumvent the Gen slowdown you HAVE to heal). But its rework is crippled by the current Self-Healing Meta for Survivors.

  • Just powercreep by adding more slots for stat-stick addons?

    No.


    Instead think of how Alex’s Toolbox is specialized for a particular use with a detriment elsewhere. That’s what I would do.

    A flashlight that cannot stun the Killer, but applies the Blindness debuff from any angle as long as it’s shown on the Killer for a short duration.

    A medkit that cannot be used to heal yourself, but (nearly) instantly heals another Survivor for a Health State.

    A map that shows the Aura of all Chests at all times and grants increased rarity of Items found but cannot be used to Track Objectives.

    A key that shows the Aura of nearby Survivors at all times without the need to channel.


    You could then make these Items only obtainable through converting at the Shrine of Sacrifice in The Basement:

    Any med-kit with a Syringe can be converted to the Odd Splint at the Basement Hook.

    Any flashlight with double bulb attachments can be converted at the Shrine to become the Encompassing Glare.

    Any Map with the Map Addendum and Red Twine can be converted to the Plunderers Note

    Any key with the Gold Token and Unique Wedding Ring can be converted to the Bloodied Key Ring

    Any Toolbox with a Hacksaw and Gloves can be converted to Alex’s Toolbox at the Shrine of Sacrifice.


    All conversions disregard charges and the resultant converted Item will have full charges. In effect this can be used to gain additional charges.

  • @TigerSnake said:

    Difference is though that I’m sure Eruption’s gonna get nuked into oblivion while DH will remain. After all, there’s just no way to make a “dodging a hit” fair for both sides. The only way to nerf it would be to delete it.

    DH causes a unique animation to play for an Injured Survivor. (Likely an animation used for a Survivor with Deep Wounds if that ever gets its own animation) it plays regardless of Exhaustion.

    This allows the Killer to note if a Survivor is running Dead Hard prior to total chase buy-in.

    Then turn Lunge Attacks into two stages:

    Stage 1: The Killer holds the Basic Attack button, gaining momentum for a duration, and then loses all momentum, stopping in place for a moment.

    Stage 2: Upon releasing the Attack Button (during momentum increase, or after the Killer has stopped, Lunge Attack still raised in the air) the Killer performs a Basic Attack.

    This allows the Killer to feint an attack by decoupling when the Lunge Attack actually hits (but doesn’t allow the Killer to just walk around with the attack raised, but that could be a thing)

  • I don’t like a survivor sourced personally ability being dependent on the status of other survivors in the Trial.

    Also it’s a bit anticlimactic for all Survivors to just be Killed by The Entity, and leaves the Killer not using their own Mori at all.

    And for a staged solo Mori from the Killer, the transition is jarring and actively removes agency from the player.

  • @illNicola said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3317792#Comment_3317792

    So, I answer every piece of you're comment as you did.

    Gen rework:

    Skill check I said in a previous post that I haven't thought about the fact that smaller skill checks, more great skill checks. So maybe it will be better if only the area of the great skill check is hidden.

    For resilience, ok, you're right, but I didn't say "Remove only the gen boost", I thought it was obvious that perks like resilience, prove thyself and so on must be reworked in another way but keeping their souls (resilience: you have some boosts while you're injured. Prove thyself: incentives teamowork).

    Slowdown perks: as I said in a previous post, if you manage to fix genrush, 4 slowdown will break the game. In a test I did with my friends in private matches, only one slowdown worked without seeing prove thyself, bnp and so on. You know, I thought about it because I saw that it could work

    Hex slot: so, is it fair in your opinion that survivors can spam boon and killer when his totem explode, that could be also a matter of seconds after entering a match, he has to say "Ok gg, I have to play with 3 totem"? In my opinion no, and it's why I would love to see a dedicated hex totem, so if it pop instantly you didn't loose anything, you still have your 4 perks.

    Scourge hook: that's what I thought. A full scourge hook build. Because in my head the more scourge you bring with yourself, the more scourge hook you must have in game, not only 4. Maybe I exaggerated by saying "they add up", but at least 1 more for each scourge wouldn't be bad.

    BBQ: Seriously? I didn't even know that killer instinct > aura reading, because I don't use anything that use killer instinct because I never liked that. Now that I learned this it's interesting. And for the "Basekit BBQ", it's only an idea to incentives killers to leave the hook zone and they may have some ideas on were to find the next prey. Maybe also seeing the aura of gen as you said will be efficient.

    Reassurance: you know, this is my idea to go in combo with the pyramid head thing. Like "Oh are you camping? Ok, I give you like 10 seconds to go away, after that this surv will go away, at the same time he will have the same effect of reassurance". This in my head works, but it must be tested to see if it could be actually a thing.

    Ruin bk: in my head, it goes only like at 25% of the regression speed, but because in my opinion gens are faster also because the killer "damage" to them is like 1 seconds for them. I kick a gen? Ok, a surv repair this 2.5% in like 1 seconds. Pain resonance? Maybe are 3/4 seconds, it isn't that much you know. A Basekit ruin will make sense only because with this, a killer can defend a gen keeping surv away from it, and at the same time his work isn't nullified in seconds.

    Echoes of sacrifice (thanks for the name, pyramid head things was horrible): you have a point, but what if the killer is camping the basement? Ok, the fact that survs have the chance to choose if teleport is ok, but in my head it will work better automatically like ph cages.

    Last hope: I hate when survivors crawl away to corners of the map just to not give me the hook. With this, in my opinion, the game ends automatically when the last survivors are in dying state, and I don't have to wait untill the other die in a corner because he doesn't want to give me the hook.

    Punishment: bro, if you do nothing during a match, you deserve to die (in game obviously). So I thought that if a surv literally doesn't do anything for a tot amount of time, he must be like thrown away from the game. Obviously, this must have more "clauses". For example if someone is hiding near to the killer, he doesn't activate the punishment, but if he is in a corner running to not attract crows, bro you choose death.

    Sorry if I wrote something bad, I apologize for my English. As I said in the "main post" I'm Italian.

    Gen Rework (Skill Checks):

    • Is the increase in skillchecks also present while there are fewer generators in play, and the Killer has an easier patrol route?
    • Does the increase in skillchecks negatively impact the skillfloor for Survivor players?
    • Would this be a potential method for BP farming by purposely having multiple Survivors on a Gen?
    • Does this further reinforce the idea of split up on Gens?

    Slowdown Perks:

    • We're unaware if your matchups between yourself and your friends are a good point of reference. Even then, if More slowdown is brought, that is less Lethality or Information Perks brought which reduce the overall time-to-down potential of a given Match. Slowdown is one of the more noticeable categories when it works.

    Hex Slot:

    This sounds like your issue is with how Hexes Spawn.

    Scourge Hooks:

    So long as all Scourge Hook Effects apply on every Scourge Hook, I'd focus on having a sacrificial slot for a Perk that boosts Scourge Hooks in the Trial, rather than making each Scourge Hook add more in.

    BK BBQ:

    It's interesting for sure, Killer Instinct bypasses all forms of Aura Block, but the one thing it doesn't give is the Aura Outline which can be used to identify who in particular that effect is coming from.

    Reassurance/Echos:

    The Basement should be a scary, yet powerful, place to be. Try not to get Hooked there.

    Ruin BK:

    Just keep in mind that passive regression has a decent impact on Killers who primarily need to be mobile throughout the whole match. This would have to be done as a standalone test.

    Last Hope:

    You were the one that decided not to pick them up and Hook them, leaving them to do the same thing you're now doing searching for them: a whole lot of nothing.

    Punishment:

    Generally speaking, the Killer is the punishment, as if they're doing nothing, the Killer will overpower them eventually (so long as they can find them). That being said, the Crows systems could probably be tweaked. Hell, the Crows system could be used to address your issue with slugs.

  • Gen Rework:

    • Skill Checks: Why make skillchecks harder the more players are on a Generator? This shouldn't impact good players, even if so, it would have a greater impact on lower skilled players.
    • Why nerf a Perk like Resilience, which is dependent on the Survivor choosing to stay Injured, and keep a Perk that has no downside?

    Item Rework:

    • Why make Iri Addons Expose the Survivor? Seems kind of counter-intuitive for something such as the syringe, since you'd never be able to use it in the first place, since you'll be exposed, and put into the dying state. I don't think this is a good idea.
    • "Mori last Hook", can you elaborate what you mean by this? This is how Mori Offerings Work.

    Slowdown Perks:

    • Instead of limiting to one per, which undermines player agency, and looks bad from a design standpoint, figure out how to leverage different mechanics to prevent certain perks from overlapping: EG: Can't Kick Generators that are Blocked by the Entity. Generators that are Blocked by the Entity do not regress. Some Perks, like Pop, have only a limited duration with which to be used, or Ruin, which can be cleansed by Survivors.

    Hex Perks

    • Adding a dedicated Hex Perk slot is powercreep plain and simple. If your concern is the lack of basic Killer Interaction with Dull Totems, try approaching it in another way than just "Basekit Hex"

    Scourge Hooks:

    • This change significantly undermines taking a single Scourge Hook Perk, and effectively boosts the Power of the Scourge Hook Perk when used with another, and all Scourge Hook Perks would then need to be rebalanced under the assumption that they could basically be applied to every Hook in the Trial with no sacrifice made to the Killers build.

    Base Kit Mechanics:

    BBQ: Killer Instinct is more powerful than Aura read as it bypasses all forms of Survivor Aura Read suppression. I do think that there should be some kind of mechanic for the Killer to move to another "Hot Zone", but I don't think base-kit it should be seeing Survivor Auras. Maybe something like showing the Generator that has the most progress on it currently. Which would also help with applying pressure.

    Reassurance: Anything base-kit like pausing the Hook timer needs to be done by the other Survivors. No checking to see if the Killer is close or not. Just make Survivors able to pause the Sacrifice Timer by interacting with the Shrine of Sacrifice in the Basement, So the Killer has to either leave the Hook to interrupt that Survivor, or just wait around at a Hook where the Survivor isn't being sacrificed. This also means that this is something a Survivor has to commit to do, which takes them out of the gen cycle, and will be unlikely to be used to the benefit of the Survivors simply from happenstance of abusing chase around a Hook.

    Ruin Basekit: No. If you want the Gen to regress by itself, the Killer needs to interact with it in some manner, otherwise you actually reinforce the idea of just sitting on a gen over all else as you get penalized at base if you get off it.

    (Pyramid Head Thing) Echoes of Sacrifice: Once again, only make this kind of relocation/anti-camp thing something that survivors must choose to do if a Killer starts to camp, NOT automatic. Maybe interacting with the Shrine of Sacrifice Hooks in the Basement allows Survivors to channel a ritual that will bring all Hooked Survivors into The Basement, or to other Hooks.

    Last Hope: Instant Sacrifice gives the feeling of a lack of autonomy, and a more on-rails experience. I do think that something needs to be done against slugging to death, but I think that it should be a mechanic that is active at all times, and not under specific criteria.

    Massacre: A bit of an uninteresting end to a Trial. Auto-completed action. Not saying that the issue of "cleanup" gameplay may not be that enticing, but I don't think the game auto-resolving is the best choice.

    Punishment: I feel that this is far too extreme a penalty for something automatically done by the system, for such a short amount of time.

  • @BlueHorkew said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3317580#Comment_3317580

    Tried to alter the perks with the feedback, wish i got to say thanks. What do you think?

    P1:

    Trying to make the Killer more afraid of something.

    This is not the philosophy you want for the aesthetic of this game, and not something you want to do to the minority role in an asymmetrical game.

    If you want a counter to enduring, you have Smash Hit. Where the Survivor gets a speed boost away from a successful stun.


    P2: The Perk itself would need to cause exhaustion, otherwise it can be frontloaded into something like Dead Hard, used before hit with Overcome, or a good pathing scenario with Lithe. In all honesty Balanced Landing is an Exhaustion Perk you can easily make arguments for bringing another Exhaustion Perk with already.


    P3: You still don’t need the scratch mark removal tied in with the Perk. It is a feint, while offering fundamentally unique movement options found nowhere else. If it proves to be too weak, perhaps add in an inherent scratch mark suppression. But otherwise you can get that by combining it with Dance With Me.


    P4: This is a feast or famine perk. And it ties into itself, as the more stacks you have, the harder you are to catch, so you are less likely to get hit to lose tokens in the first place.

    While I still wouldn’t suggest implementing it, if you had to, make the player consume all the stacks by pressing the ability button for a temporary bonus, such that it isn’t passive.


    P5: Killer placed entity block, could be interesting. But not the Survivor activated entity block.


    P6: High level play with this Perk will be choice application on when to use it to maximize its effectiveness per Totem cleansed. You need to balance the Perk assuming this. Which is why I’m suggesting that once activated the timer for the perk does not stop until it runs out, instead of being able to channel it like a key (which is what I assume you’re suggesting).

  • Perk 1: Just a longer stun doesn’t feel very interesting to play against.

    Instead could just make it so the Killer stops seeing Scratch marks for a few Seconds after you stun them. (You still leave scratch marks that reappear once the duration is over though)

    Perk 2: Isn’t this part of Balanced Landing?

    Not sure how I like a movespeed Perk that stacks with Exhaustion Perks

    Perk 3: Misdirection is Powerful. I don’t think it needs to remove scratch marks, you can couple it with Dance With Me if you want that. (And of course I assume this Perk will be an Exhaustion Perk)

    Perk 4: A Token based Exhaustion Perk could be an interesting idea.

    However I don’t think a passive Vault speed increase is healthy or engaging.

    Perk 5: Duration is too long, Status effect recovery should be standalone in its own Perk.

    Perk 6: Don’t allow the Survivor to stop the use drain: if they start to read the Aura with this Perk, it drains until it is depleted. Also reduce the duration down to like 10-15s Max

  • Hmm, a few ideas myself:

    Kickback - Pressing the Active Ability Button X will cause you to Vault but turn around mid-vault, preventing you from vaulting over.

    Phantom Step - Pressing the Active Ability Button X will cause you Footsteps to become silent, and prevent you from leaving Scratch Marks for 3s.

    Final Push - Pressing the Active Ability Button X will cause you to move the Killer 2m in the direction of your camera. (Boil Over is dependent on not having Exhaustion)

    False Allegiance - Pressing the Active Ability Button X will cause the next Vault you perform to be blocked by the Entity for 8s (Window or Pallet), blocking the Killer from Vaulting or Breaking it in addition to yourself.

  • @SmolBlob said:

    That would literally defeat a large point of the perk.

    And if you're talking about the large point of the Perk is that a Killer always has to assume it is in play until proven otherwise, that's bad Perk design. (cough cough, NOED).

  • @SmolBlob said:

    That would literally defeat a large point of the perk.

    The Survivor is the one having to predict when the Killer swings.

    The Killer knowing you have the Perk doesn't change that (and it's not like they can't just figure it out after the first use), it just makes them more aware of "hey, try and feint this one", increasing the capabilities for mindgames.

  • A single Animation for one Perk?

    Maybe give Survivors suffering Deep Wounds a unique Animation, then have Dead Hard override the default Injured Animation with the Deep Wounds animation when equipped.

  • You can shorten the time now that it's standardized with no counter. It's also weakened in effectiveness on generators that no Survivor is near given the Entity Block stops regression during its effect.

  • Not often, when matches go bad.

    I'll give hatch. since it's a wash on MMR, but getting a pity Kill is kinda like getting spit in the face. They get an MMR hit, and I get punished with an MMR boost from a match that went poorly anyway.

  • It's about as toxic as crouching repeatedly.

    Generally context dependent.

  • @RainehDaze said:

    ... complaining about moris, really?

    I mean, if they camp/tunnel specifically to get a Mori early in the match, it kinda just becomes a complaint about camping/tunneling yeah? Just that the Mori criteria fit in perfectly for a Killer that is also camping/tunneling at 5 gens but with added cream on top.

  • If Tormented Survivors lost Torment when placed on Hook, I could see that being a thing, such that if PH wants to tunnel with Torment, they'd have to use his Cage-away mechanics rather than being able to use it off Hook.

    But if that were the case it'd be nice to see Torment being easier to apply, such as PotD leaving behind Trails of Torment (The hit doesn't apply Torment, but the Trails placed once the wave dissipates would if run over)

    Which would in turn also introduce a tactical angle to using PotD were you to want to place a Trail in front of a Survivor (albeit incurring the cooldown penalty).

  • Meh. Never mind. This would probably cause discrepancies when it come to SWF vs SoloQ with callouts near pallets while the Aura is hidden.

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